Imperial Guard Regiment Commander 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 its 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.

Use alongside the Imperial Guard Regiment Commander Creation Tables to create a fully functional and staffed Regiment.

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 Tables 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 | edit source]

Regiment Classification d20
Imperial Guard: A true regiment, drilled and competent in their service. 1–6
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. 7
Penal Legion: Scum, criminals, murderers. Watch them closely, lest they decide to shank you and make a break for it. 8–9
Militia: Brave enough to defend their world without training or equipment. 10-12
Navy Armsmen: Experts in void-combat, they'll defend the ship or take the enemy's. 13-14
Low Techers: Primitive warriors torn from primal worlds. No tactics, just fury and axes. 15-16
Local Progenium: Orphans raised by their local planet with everything they can to transform them into formidable soldiers. Not quite Schola Progenium, but approaching a sub-par one. 17-18
Cult of Personality: Recruited from a cult of personality that revolves around some important figure on their homeworld. 19
Xenos War Reclamation Unit: Formed from worlds reclaimed after alien occupation. Loyal... mostly. 20

Regiment Demographic[edit | edit source]

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.) 1–5
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. 6–10
Caste-born: Raised from birth as the warrior caste of their society, these soldiers make up in training and pedigree what they lack in experience. 11–15
Nobility: Bought their commission for honor and glory. 16–20
Priesthood: This Regiment is comprised of those who venerate the God-Emperor in his soldier aspect. 21–25
Abhumans: Ratlings, Ogryn, and other such useful creatures. 26–30
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. 31–35
Lottery: Selection by the God-Emperor's grace, and a little luck. 36–40
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.) 41–45
Firstborn: Chosen by right of being the eldest child. 46–50
Vat-grown: No families to complain, no friends to consider. This may be taken automatically. 51–55
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.) 56–60
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.) 61–65
Non-Standard: This Regiment recruits from multiple groups. Roll 1d3 times on this chart. 66–70
Scholars Pressed into Service: Administratum scribes and local adepts handed a lasgun and a prayer book. 71–74
Gene-Warriors: Genetically modified troops grown and raised for war. Highly uniform, eerily so. 75–77
Orphan Conscripts: Harvested en masse from warzones and orphanariums. 78–80
Ecclesiarchy Pilgrims: Religious fanatics who are too unstable to let romming around in the homeworld, and thus, sent to die across the stars 81–85
Knightly House Retainers: The guards, squires and armsmen of a fallen Knight House, reorganized under the Guard, their noble command still retains much of their regal authority and conections 84–86
Scum Pressed-Gang: Rounded up en masse in enforcer´s sweeps; still wear rags under their flak armor. 87–89
Savage Natives: From near-death or fringe parts fo their world, trained to live and kill in harsh biomes. 90–92
Crusade-born: Raised entirely on a crusade fleet, knowing only war, doctrine, and void-prayers. 93–95
Psyker Tainted Lineages: Carefully screened but drawn from populations with high latent psychic mutations. Watched very closely. 96–98
Archeotech Custodians: Recruited from a society built around safeguarding forgotten Imperial Relics. 99
Forbidden Origins: Records redacted. Rumors suggest xenos blood, warp-altered breeding, or worse. Proceed with caution. 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 | edit source]

Home World d100
Hive World: No claustrophobia, excellent sense of direction? Urban combat! 01–15
Death World: For these people, life was a war before they could speak. 16–25
Feral World: They fight like wild animals in the Skyfather's name. 26–34
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). 35–39
Civilized World: Comfortable but not soft, ready to fight to preserve and spread civilization. 40–44
Mining World: At home using heavy machinery, not afraid of the dark and great in tight spaces. 45–49
Feudal World: Hard workers and steadfast warriors once they're convinced lasguns aren't witchcraft. 50–53
Shrine World: They charge into battle eagerly, and their very prayers are warcries. 54–57
Forge World: Blessed by the Omnissiah to carry His light across the galaxy. 58–61
Frontier World: Half-colonized, half-forgotten planets on the edge of the Imperium. Life is fragile and so is law. 62–64
Voidborn World: Raised in orbital stations or spacefaring fleets. These troops are gaunt, pale, and adapted to zero-G. 65–66
Penal Colony: Born into chains, but trained in discipline and survival against the worst. 67–68
War Zone World: This planet never knew peace. Regiments here are born in fire and constant siege. 69–70
Nomad World: Hunter-gatherer societies in constant motion. Excellent scouts and skirmishers. 71–72
Tomb World Survivor: Recruited from worlds ravaged by Necron reawakening. Hardened and haunted. 73–74
Pleasure World: Soft as clay before the firing of the kiln; war is their crucible. Often sponsored by nobles seeking prestige. 75–76
Mutant World: Long-isolated planet with high mutation rates. Those deemed "acceptable" are conscripted. 77–78
Jungle Death World: Everything breathes, bites or poisons. If they survived *that*, they can survive anything. 79–80
Ice World: Constant cold and hardship. Warriors here are stoic, slow to trust, but resilient. 81–82
Ocean World: Amphibious troops trained from birth. Experts in aquatic and shoreline warfare. 83–84
Ash World: Burned by war or volcanic instability. Resources are rare; breathing masks are culture. 85–86
Desert World: Scarcity teaches discipline. Movement is life; moisture is sacred. 87–88
Subterranean World: Little surface life. Warfare is conducted in tight spaces and tunnels. 89–90
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.)
91–92
Beastworld: Coexistence (and war) with massive fauna taught them to fight giants with spears and willpower. 93–94
Xenos Warfront: Entire culture shaped by conflict with one particular xenos species. 95–96
Trade Nexus World: Flooded with travelers, mercenaries, and smugglers. Regiments are chaotic but cunning. 97–98
Uncharted World: Recently rediscovered by Explorator fleets. The regiments are strange, but loyal. 99–100

Regiment Volume[edit | edit source]

How much of the population goes to the army every tithe?

Volume d20
Minimal Draft: A token force, perhaps ceremonial, or just enough to meet the most basic obligation. 1
Single Regiment: The world sends a single regiment every tithe — efficient and disciplined, but limited in size. 2–3
Volunteer-Based: Only volunteers serve; the number varies wildly depending on cultural or economic incentives. 4–5
Specialty Force Only: Only elite units, like snipers, tunnelers, or medics, are tithed from this world. 6
Standard Imperial Quota: The average expected of an Imperial world. Nothing less, nothing more. 7–8
Feudal Banners: Nobles are required to send warriors, often with varying levels of equipment and training. 9
Militia Reserve Rotation: Large rotating conscription system where everyone serves for a period. 10–11
Mass Conscription: A significant percentage (5-10%) of the population is drafted — nearly every family sends someone. 12–13
Annual Drafts: The world sends regiments every year, not just every tithe, often to maintain loyalty or purge unrest. 14
Resource Exchange: Instead of bodies, the world contributes tech or weapons and sends smaller, better-equipped units. 15
Penal Draft: Most recruits come from prison populations. The tithes are fulfilled via punishment rather than duty. 16
Scholastic Selection: Only those who pass harsh mental or physical tests are tithed — small numbers, high quality. 17
Clerical Zealots: Regiment formed by religious groups that volunteer en masse as an act of worship or pilgrimage. 18
Total Militarization: The world exists solely to produce soldiers. Civilians are raised with the sole goal of service. 19
Population Strip: Almost all of the able-bodied are taken. The planet is dying, conquered, or exploited to extinction. 20

Regimental Diversity[edit | edit source]

d10
Sole Regiment Type: The planet specializes in a single kind of regiment (e.g. only light infantry or only artillery), either due to doctrine, geography, or limited infrastructure. 1–5
Specialization with Minor Variation: The planet primarily produces one regiment type, but sometimes adds one minor variant. Roll 1d2 different types, weighted toward the core doctrine. 6
Multiple Tactical Branches: The planet produces several specialized formations. Roll 1d3 regiment types (e.g. infantry + artillery + cavalry). Still shares a general tactical philosophy. 7–8
Diverse War Doctrine: The world produces full, multi-branch regimental structures covering nearly all combat doctrines (e.g. infantry, armor, artillery, air drop, recon, etc). Functionally a full army group. 9–10

Home World Predominant Terrain[edit | edit source]

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

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!


Regiment Tactical Information[edit | edit source]

Regiment Core Units d100
Line Infantry: The backbone of the Astra Militarum. Endless foot soldiers armed with lasguns and stubbornness. 01–10
Light Infantry: Masters of stealth, skirmish tactics, and ambushes. Ideal for recon, flanking, and guerrilla warfare. 11–15
Heavy Infantry: Armored foot soldiers with heavy weapons. Slow, but hit like a hammer. 16–20
Mechanized Infantry: Transported by APCs or Chimera variants. Fast-moving, flexible forces. 21–25
Motorized Infantry: Lighter vehicles like trucks and bikes allow for mobile warfare in open terrain. Less armored, more agile. 26–30
Drop Troopers: Experts in grav-chute insertion and deep strike tactics. Shock-and-awe incarnate. 31–35
Cavalry: Traditional or exotic mounts (horses, reptiles, cyborgs). Great mobility and shock value. 36–40
Airborne Infantry: Helicopters, Valkyries, and other aircraft insert these troops into hot zones. Distinct from drop troops. 41–45
Armored: Tank-heavy regiments—Leman Russes, Sentinels, and occasionally Baneblades. Blitzkrieg incarnate. 46–50
Siege Infantry: Equipped with breaching gear, demo charges, and heavy weapons. Masters of trench and tunnel warfare. 51–55
Artillery: Basilisks, Manticores, and mortars aplenty. Not great up close, but devastating at a distance. 56–60
Shock Troopers: Elite assault troops. Well-equipped, drilled to break enemy lines and secure critical positions. 61–65
Jungle Fighters: Specialists in close terrain and hostile environments. Often toxic, hot, or both. 66–70
Urban Combat Specialists: Trained for Hive warfare—close-quarters, vertical movement, and breaching. 71–75
Mountain Troops: Experts in vertical terrain, high-altitude warfare, and sniping. 76–78
Recon & Forward Observers: Light and fast, these units provide intelligence and target designation for artillery and air strikes. 79–81
Psyker-Integrated Units: Units with sanctioned psykers embedded in the squads as opposed to being detached from Regiment (or higher level) assets. Rare and volatile. 82–84
Penal Legion: Shock units made of criminals and traitors seeking redemption—or just survival. 85–87
Abhuman Core: Ogryns, Ratlings, and other authorized mutants. Their biology defines their combat role. 88–90
Mixed Forces: This regiment uses a mix of doctrines or troop types. Roll 1d3 more times on this chart. 91–100

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[edit | edit source]

Special Equipment (d100)
1-4 Traditional Weapons (Primitive): Axes, spears, and swords from their homeworld’s martial traditions. Ceremonial in appearance, deadly in trained hands.
5-7 Traditional Weapons (Powered): These melee weapons are fitted with power fields or chains. Warriors often name their blade and treat it as a family heirloom.
8-10 Relic Blades: Forged long ago or gifted by Saints, these weapons are individually blessed and kept in vaults. Typically issued only to officers or champions.
11-13 War Trophies (Xenos): The regiment collects Eldar helms, Tyranid talons, Tau insignias, and other alien parts. Trophies are hung on armor, banners, or even tanks.
14-16 War Trophies (Astartes): Fragments of corrupted Power Armour, Chaos banners, or scorched purity seals of fallen traitor Marines. Regarded as marks of high honor.
17-20 War Trophies (Functional): Some trophies are still operational. An alien blade, repurposed Tau drone, or Chaos artifact that hasn’t (yet) corrupted its user.
21-23 Lasgun Pattern: Longlas Variant – Designed for precision. Longer barrel, better optics. Excellent for mid-range kills but unwieldy in close quarters.
24-26 Lasgun Pattern: Overcharged Cell – Punches through armor at short range, but overheats quickly and risks explosion if not vented properly.
27-30 Lasgun Pattern: Silent Discharge – The lasgun makes no sound, ideal for infiltration or assassination. Somewhat weaker beam, and rarely trusted by Commissars.
31-33 Exotic Mounts: Xenos Beasts – Tamed, barely-controlled alien creatures serve as steeds. Often psychically linked or chemically pacified.
34-36 Exotic Mounts: Gene-Bred Beasts – Massive war boars, reptilian raptors, or scaled canids. Custom-grown for loyalty, resilience, and terrifying roars.
37-40 Exotic Mounts: Sacred Relic Beasts – The regiment believes these beasts are divinely chosen, perhaps blessed by a Saint or an Emperor-granted vision.
41-43 Rare Heavy Weapon: Plasma Destroyers – Ancient plasma weaponry, far more destructive than the standard Guard-issue. Dangerous but devastating.
44-46 Rare Heavy Weapon: Grav Weapons – Stolen from Mechanicus vaults or rediscovered from lost forges. Effective against elite or power-armored enemies.
47-50 Rare Heavy Weapon: Volkite Arms – Pre-Imperial technology. These heat-based weapons cause explosive internal combustion in targets. Morbidly satisfying.
51-53 Blessed Wargear: Melee Focus – Blades, chainswords, and fists all carry Ecclesiarchal blessings, burning heretics and daemons alike with holy fervor.
54-56 Blessed Wargear: Ranged Focus – Las and bolt weapons sear with sanctified energy. Particularly effective against warp-touched enemies and traitor Marines.
57-60 Blessed Wargear: Armor – Armor carries relic purity seals, scripture engravings, and rosarius-like circuitry. Reduces panic and resists corruption.
61-63 Augmented Troops: Combat Augmetics – Cybernetic arms, legs, or eyes are standard-issue. Increases durability and melee efficiency.
64-66 Augmented Troops: Command Synapse – Officers can directly interface with comms, drones, or targeting systems. Almost AI-like battlefield coordination.
67-70 Augmented Troops: Psy-block Nodes – Troops are embedded with neural inhibitors to resist Eldar psychic tricks and Chaos mind control. Side effects include paranoia.
71-73 Special Vehicle: Anointed Baneblade – A single, ancient Baneblade carries decades of victories. Inscribed with kill-marks and prayed over by three Chaplains per battle.
74-76 Special Vehicle: Knight-Liege Support – The regiment fights alongside a lone Imperial Knight bound by oath. Possibly inherited from a noble house’s disgraced scion.
77-80 Special Vehicle: Leviathan Command Crawler – A moving fortress that functions as command center, shrine, barracks, and artillery battery in one.
81-83 Preferred Style: Urban Siege – Regiment specializes in brutal city fights. Equipped with breaching gear, flamer-heavy squads, and tankdozer support.
84-86 Preferred Style: Jungle Ambush – Camouflage netting, scent-suppressing chem-gels, and blade-drones make them jungle ghosts. Anti-eldari specialists.
87-90 Preferred Style: Drop Warfare – Grav-chutes, jump packs, and high-speed insertions into hellzones. Regiment believes hesitation equals death.
91-92 Well-Equipped: Extra Roll + Combi-Wargear – Roll an additional 1d100 and combine results. This regiment is unusually well-supplied for their sector.
93-94 Rad-Weaponry – Forbidden or forgotten tech from the Dark Age. Causes horrifying internal damage and is effective against high-toughness foes (like Marines).
95-96 Jury-Rigged Chaos Tech – Blasphemous salvage from Traitor Marines or daemonic engines. Purged and repurposed… allegedly. The weapons work too well.
97-98 Captured Xenos Tech – Eldar shuriken pistols, Tau rail-carbines, or other strange xeno relics find themselves grudgingly deployed in the Emperor's name.
99 Portable Void Shield Array – Ultra-rare pre-Heresy device or rediscovered STC. Offers area-wide shielding for a few precious seconds. Stored under constant guard.
100 Legendary Equipment Cache – The regiment uncovered or inherited a lost vault filled with pre-Imperial weapons, prototype armor, or warp-resistant gear. Roll twice more and combine 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 Legends[edit | edit source]

Regiment Legends (d100)
1–5 Regimental Commander: The highest-ranking officer, known for decisive leadership in the regiment’s greatest battles.
6–10 Colonel: A veteran officer responsible for training and strategic deployment of the regiment’s forces.
11–15 Major: A field commander who leads battalions or specialized units during combat operations.
16–20 Captain: Leads a company-sized element, often known for direct combat experience and inspiring troops.
21–25 Lieutenant: Junior officer who commands platoons, often proving their mettle in skirmishes.
26–30 Sergeant: Non-commissioned officer responsible for squad leadership and maintaining discipline under fire.
31–35 Corporal: Experienced veteran who leads fireteams and serves as mentor to new recruits.
36–40 Veteran Guardsman: Seasoned soldier with multiple campaigns, known for battlefield wisdom and resilience.
41–45 Shock Trooper: Elite assault infantry famed for leading daring charges and high-risk missions.
46–50 Sniper: Expert marksman skilled in long-range engagements and reconnaissance.
51–55 Heavy Weapons Specialist: Operates heavy weapons teams providing suppressive and anti-armor firepower.
56–60 Medic/Chirurgeon: Frontline medic responsible for stabilizing and saving wounded comrades.
61–65 Standard Bearer: Carries the regimental colors, inspiring troops and preserving morale in battle.
66–70 Communications Officer: Maintains battlefield communications and coordinates with supporting arms.
71–75 Engineer/Demolition Expert: Handles fortifications, sabotage, and explosive ordinance disposal.
76–80 Scout: Reconnaissance specialist skilled in stealth, infiltration, and target marking.
81–85 Recruit: A new soldier whose potential was first realized during desperate battles.
86–90 Commissar: Political officer responsible for morale and loyalty, often feared as much as respected.
91–95 Chaplain: Spiritual leader who bolsters faith and fervor among the troops.
96–100 Abhuman Auxiliary: Includes Ogryns, Ratlings, or other sanctioned non-human troops integrated into the regiment.

Regiment Legends: Deeds[edit | edit source]

Legendary Deeds (d100)
1–5 Held a crucial defensive line alone against a full enemy battalion, buying time for reinforcements to arrive.
6–10 Led a daring night raid that destroyed enemy supply depots, crippling their advance.
11–15 Rescued dozens of trapped civilians under heavy fire during a planetary evacuation.
16–20 Single-handedly slew a Chaos Champion in brutal close combat, turning the tide of battle.
21–25 Broke through enemy siege lines with a surprise armored assault against overwhelming odds.
26–30 Survived being lost for weeks behind enemy lines, gathering vital intelligence for command.
31–35 Held the regimental standard aloft despite grievous wounds, inspiring the troops to victory.
36–40 Defused an enemy bomb seconds before detonation, saving hundreds of lives.
41–45 Led a covert infiltration mission deep into enemy territory, sabotaging their command network.
46–50 Delivered a rousing speech that renewed morale amidst crushing defeat.
51–55 Captured a key enemy officer alive, enabling vital interrogation and intelligence gains.
56–60 Refused to abandon a wounded comrade despite orders to retreat, holding the line alone until rescued.
61–65 Destroyed an enemy war machine with improvised explosives and sheer cunning.
66–70 Navigated a deadly minefield to lead an ambush against an enemy patrol.
71–75 Bore the regiment’s colors through enemy fire during a chaotic retreat, preventing collapse.
76–80 Pioneered new battlefield tactics that became standard doctrine within the regiment.
81–85 Operated a heavy weapons platform alone after its crew was lost, turning the tide of the fight.
86–90 Survived a brutal duel against a xenos champion, earning the fear and respect of both sides.
91–95 Led an evacuation under relentless artillery bombardment, saving thousands of civilians.
96–100 Sacrificed themselves to seal a breach in the defenses, becoming a lasting symbol of sacrifice.

Greatest Achievements[edit | edit source]

Greatest Achievements (d20)
1–6 Nothing of note: The regiment had yet to achieve anything of notice.
7–9 Heroic Defense: Held a critical fortress or position for weeks, withstanding repeated enemy assaults.
10–11 Decisive Siege Break: Led the charge that shattered an enemy siege and saved an entire system from conquest.
12 Crippling Ambush: Executed a surprise attack that destroyed an entire enemy battalion’s supply lines.
13 Epic Withdrawal: Conducted a strategic retreat under fire that preserved the regiment to fight another day.
14 Stealth Recon: Gathered vital intelligence behind enemy lines without detection for an extended period.
15 Relic Recovery: Recovered an ancient Imperial artifact of great significance during a dangerous campaign.
16 Xenos Extermination: Completely wiped out a xenos hive or settlement threatening Imperial worlds.
17 Siege Engineering: Built fortifications and defenses that held back the enemy for months.
18 Unyielding Loyalty: The regiment refused all orders to surrender or retreat, becoming a symbol of Imperial resolve.
19 Noble Sacrifice: Deliberately held a collapsing front alone to allow evacuation of civilians and allied forces.
20 Mythic Campaign: Participated in a legendary campaign spanning multiple planets and years, entering Imperial lore.

Greatest Shames[edit | edit source]

Roll 1d3 times in this table

Greatest Shames (d100)
1–30 Tactical Blunder: A major tactical error led to disastrous losses, causing the regiment to lose critical ground and suffer lasting embarrassment.
31–50 Failed Defense: The regiment was overwhelmed while defending a strategic position, resulting in a shameful retreat or surrender.
51–65 Mutiny and Breakdown: Troops rebelled against their commanders, fracturing unit cohesion and undermining the war effort.
66–75 Mass Surrender: A large portion of the regiment surrendered prematurely or without orders, staining their honor and trustworthiness.
76–85 Friendly Fire Incident: Miscommunication led to grievous casualties among allied forces, creating lasting resentment.
86–95 Abandonment of Allies: The regiment retreated while leaving allied units exposed, earning scorn and accusations of cowardice.
96–100 Sin against the Imperium: Involved in acts that are crimes against the Imperium, even if the individuals had long being punished, the regiment still bears a permanent mark of disgrace.


Regiment Relations[edit | edit source]

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 Scholastica 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 | edit source]


Warhammer 40,000 Faction Creation Tables
Imperium Adeptus Custodes Shield HostGrey Knight BrotherhoodImperial Guard RegimentImperial Guard Regiment CommanderImperial Knight HouseInquisitorAdeptus Mechanicus Tech-PriestLegiones SkitariiLegio TitanicusRenegade Space Marine ChapterSisters of Battle OrderSpace Marine Battle Brother/Chapter MasterSpace Marine ChapterTempestus Scions RegimentUnderhive GangNoble HouseImperial Navy VesselAdeptus Arbites Precinct
Chaos Chaos Space Marine WarbandChaos Space Marine/Daemon PrinceChaos WarbandHeretical CultLost and the Damned RegimentRenegade Knight HouseDark Skitarii ForceTraitor Titan Legion
Xenos Creature CreatorDark Eldar KabalEldar CraftworldHarlequin MasqueGenestealer CultNecron DynastyOrk WarbossOrk KlanTau CadreTyranid Hive FleetVotann LeagueWych CultEldar Corsairs
Planets Forge World GeneratorDark Mechanicus Forge World GeneratorPlanet GeneratorHive World Creation TablesSolar System GeneratorImperial Space Station
Misc. Power ArmourCustodes Power Armour