I usually have a habit of naming officers in my guard army but i struggle to think up names for them, how do all the other imperial guard players do ity? Also i am not quite sure how the ranking in imperial guard regiments goes. Any help would be much appreciated. The Consular Guard changed its name to the Imperial Guard on May 18, 1804. Its headquarters were located at the Pentemont Abbey in Paris. Napoleon took great care of his Guard, particularly the Old Guard. The Grenadiers of the Old Guard were known to complain in the presence of the Emperor, giving them the nickname Les Grognards, the Grumblers. May 12, 2018 UNIFORM OR WEAPON In some cases, you have Guard regiments literally named after their equipment, gear or weapons. This has a historical context, as “the So-And-So Rifles” was a common regiment name used throughout the 18th and 19th centuries, and, given again the antiquarianism of the Imperium, would be an all too suitable name for a quickly-raised, easily deployed regiment. 4250 points of Blood Angels goodness, sweet and silky W12-L6-D4 1000 points of Teil-Shan (my own scheme) Eldar Craftworld in progress 800 points of unassembled Urban themed Imperial Guard. Warhammer 40k race name generators. Warhammer 40k is a tabletop miniature game created by Games Workshop in which players create armies made from miniatures they've likely painted themselves and battle each other on often handmade terrains.
Welcome to Warhammer 40k - Lexicanum! Log in and join the community.
Structure of two typical Regiments, a Cadian Armored Regiment and a Cadian Infantry Regiment
A regiment is the primary organisational unit of the Imperial Guard, and of the Imperial Army ground forces before that. The size and composition of Imperial Guard regiments is not standardised across the Imperium; the number of individual Guardsmen alone can vary enormously between regiments, with some only a few hundred strong at founding-strength, whilst others possess tens of thousands of fighting troops.[1]
- 1Overview
- 2Types of Imperial Guard Regiment
Overview
The root of this non-standardisation is the fact that every world which produces Imperial Guard regiments has its own martial traditions, practices and experiences, all combining together to dictate the manner in which that world's inhabitants choose to wage war. Despite this, it is possible to classify Imperial Guard regiments into different types by the nature of their equipment, training or battlefield role. An important point of similarity between regiments is also present in their organisation; each different regiment type is divided in a fairly similar manner within that classification.
A regiment is divided into a number of fighting units notionally called companies, each with a command staff of its own. Each company can consist of a number of further sub-units again notionally called platoons, each platoon in turn being made of a number of individual squads of Guardsmen. The actual terms used for these fighting units, their numbers and equipment typically varies somewhat between regiments.
![Guard Guard](https://i.pinimg.com/originals/00/ef/a5/00efa52cdf75e213f3ddaea5fcb0affb.jpg)
Regimental Headquarters
Due to the sheer size of many regiments, the Colonel (or other ranking officer) in command of a regiment is often advised by a regimental staff. Drawn from the regiment itself and other Administratum departments, this body of officers and enlisted personnel help the Colonel in coordinating and documenting the regiment and all of its activities. Members of the Commissariat, Adeptus Ministorum and Adeptus Mechanicus attached to the regiment are not considered part of a regimental staff but work alongside it.[3a] Often the staff is subdivided into several sections, each with its own designated duties, which may include the following:
- Operations - This section is responsible for issuing field orders, preparing battle plans, and compiling data on the regiment's situation. In many cases it is the most senior section of the staff and commanded by the regiment's second-in-command.[3a]
- Intelligence - Responsible for collecting, analyzing and disseminating information about enemy forces, primarily reporting to the Operations section and the regiment's commanding officer in the form of daily intelligence reports. Often this section will include attached liaison teams, such as from the Imperial Navy for aerial reconnaissance or the Orders Dialogous to assist in interrogating captured Xenos. If the regimental headquarters has dedicated reconnaissance units attached to it, they are commanded directly by the Intelligence section to conduct specific scouting missions.[3a]
- Communications/Signals - Oversees all communications between the regimental headquarters and it's sub-units, between sub-units within the regiment, and between the regiment and High Command. This section also maintains communications with other non-Imperial Guard units operating in the theater, and is responsible for eavesdropping on the enemy's communications which is then passed along to the Intelligence section. If the regimental headquarters includes a dedicated Communications company it reports directly to Communications/Signals, while a member of the Adeptus Mechanics specializing in communications technology may also be attached to this section.[3a]
- Transportation/Supply - This section is responsible for planning and coordinating the non-combat transportation of the regiment and its resupply by the Departmento Munitorum. During combat it is responsible for regulating the regiment's rear echelon, such as maintaining traffic flow and providing security for supply depots and lines of communication, and is supplied troops by the Operations section to accomplish this mission. Often this section is commanded by a Departmento Munitorum senior official and is in direct contact with any Departmento Munitorum supply columns assigned to transport material from rear stockpiles to the regiment's supply depots.[3a]
- Statistics/Administration The Statistics and Administration section deals with all personnel matters and record-keeping within the regiment. This includes maintaining tables of organisation and equipment and replacing combat losses, as well as keeping a record of the history of the regiment itself. It is often commanded by a senior official of the Administratum and staffed by Ordinates and Scribes.[3a]
Other non-combat units often attached to regimental headquarters may include a Medical company, which reports to the regiment's Surgeon Captain. The medical company is responsible for supplying Medics to a regiment's sub-units and maintains an aid-station to treat the wounded in the field. It is also responsible for transporting serious cases to a field-hospice in the rear staffed by members of the Orders Hospitaller.[3a]
Types of Imperial Guard Regiment
Armoured Regiment
The hammer of the Imperial Guard, Armoured Regiments are made up entirely of fighting vehicles, and can be expected to field very high numbers of Leman Russ Battle Tanks or variants. Typically bereft of organic infantry, but many contain their own artillery and flak tanks. Some Armoured Regiments may also possess Super-Heavy Tank units.[3]
Artillery Regiment
Regiments made up entirely of artillery pieces are known as Artillery Regiments. Such regiments can deploy a mixture of destructive weapons types or may specialise in a particular brand of long-range ordnance. Some such regiments contain small numbers of infantry and are likely to contain large amounts of transportation and anti-air vehicles. Since Artillery Regiments are not intended for direct frontline combat, they are generally much smaller then other Imperial Guard regiments. For this reason, Artillery Regiments are often attached as auxiliary units to larger regiments or are placed under the direct control of the local Commanding Imperial Officer.[5]
Drop Regiment
Some regiments exist within the Imperial Guard who specialise in arriving on the battlefield from the skies. Such regiments are termed Drop or Drop Troop Regiments. Lightly armed and equipped (although not as light as Light Infantry), Drop Troop Regiments typically attack from behind enemy lines, or are dropped right on top of enemy defences. All personnel in a Drop Regiment will be able to be equipped with grav-chutes, although this is not their only method of attack. Such regiments will also feature a large amount of airborne vehicles such as the Valkyrie troop carrier or Vulture gunship.
With no tanks or other heavily armoured vehicles to land in an assault, the highly mobile drop regiments are often tasked with forming the initial beachhead in an assault or capturing and holding an important location until the armoured reinforcements can arrive to relieve them. This means that the casualty rate amongst Drop Regiments tends to be higher than that of 'regular' Imperial Guard units, as the regiments are ill equipped for a protracted fight with a superior force.
Regiments of Drop Troops often make use of specially adapted equipment such as Drop Sentinels, Cyclops Demolition Vehicles and Sentry Guns. These machines are often dropped into combat via Grav-chutes alongside the Troopers or deployed from the holds of Valkyries.[3x]
Heavy Infantry Regiment
Similar in style to Infantry Regiments, Heavy Infantry Regiments are marked out by the personal equipment of their Guardsmen. Almost all troopers in a Heavy Infantry Regiment will be equipped with heavy armour, such as carapace armour or a more exotic design unique to their world of origin. Similarly, weapons issued will be of a 'heavier' nature with a preponderance of plasma or similar high-end energy weaponry issued to specialists and teams. How to install mods for gta 4. It has been known for all troopers in a Heavy Infantry Regiment to be armed with hellguns instead of the standard Guard weapon, the lasgun.[4]
Hunter-Killer Regiment
Hunter-killer regiments use light vehicles with heavy weapons to destroy priority targets. Hunter-killer units often develop a hero mentality, and are often regarded as glory-seeking mavericks by others.[9]
Light Infantry Regiment
A regiment formed up with no organic fighting or transport vehicles is known as a Light Infantry Regiment. These regiments display tendencies towards battlefield infiltration and reconnaissance, display skill at moving through all manner of difficult terrain and often possess highly effective sniper cadres. They tend to be somewhat deficient in heavy weapons options.[2]
Line Infantry Regiment
A 'standard' Imperial Guard regiment will feature a predominance of fighting Guardsmen, as well as a number of organic fighting and transport vehicles. Despite being percieved as the most common of regiment types, the variation between Infantry regiments of different worlds will be marked.
Mechanised Infantry Regiment
A regiment where all infantry units possess their own organic transportation. Mechanised regiments feature a preponderance of the Chimera vehicle, but may also feature other transport vehicles, including designs unique to their homeworld. Mechanised formations can often be found providing support for armoured units, and may possess armour of their own, amongst other variations of fighting vehicle.[2]
Reconnaissance Regiment
Reconnaissance Regiments operate ahead of other army commanders, using autonomy and personal initiative. Creative webcam instant vf0040 driver for mac. This often breeds a strong sense of recklessness and daring, leading them to typically be considered ill-disciplined.[9] How to microsoft on mac for free.
Siege Infantry Regiment
Regiments specifically trained for siege warfare often contain more artillery, both heavy and light, then standard Imperial Guard Regiments. Siege regiments often are larger and more well equipped then other types of regiments as they are expected to stay and fight in a warzone for at least several years if not decades if the war is particularly brutal. Due to the high casualties such regiments will inevitably take, siege specialised forces often have large contingents of conscripts so that the regiment's pool of manpower always remains high. Siege regiments often work in concert with Light Infantry or Armoured Regiments so that a breach in enemy lines can quickly be reinforced and if possible, pushed forward deeper. More well equipped siege regiments often have a large number of super-heavy and heavy tanks. [6]
Abhuman Regiment
Skyblock mac. Abhuman-populated worlds raise their own regiments of Imperial Guard, although very few in number. Because of the specific levels of competence and/or skills possessed by Abhumans, these regiments are normally raised only to be immediately split up into small units, which are then parcelled out and attached to other Imperial Guard regiments.[7]
Notable Imperial Guard Regiments
Main article: List of Imperial Guard Regiments
Some of the most famed Imperial Guard Regiments include:
- The Cadian Shock Troopers
- The Catachan Jungle Fighters
- The Death Korps of Krieg
- The Armageddon Steel Legion
- The Elysian Drop Troops
- The Tallarn Desert Raiders
- The Mordian Iron Guard
- The Valhallan Ice Warriors
- The Vostroyan Firstborn
- The Tanith First and Only
- The Attilan Rough Riders
- The Praetorian Guard
- The Harakoni Warhawks
- The Savlar Chem Dogs
- The Mordant Acid Dogs
- The Brontian Longknives
- The Drookian Fen Guard
- The Kanak Skull Takers
- The Maccabian Janissaries
- The Brimlock Dragoons
- The Terrax Guard
- The Scintillan Fusiliers
- The Pyran Dragoons
- The Noctan Strike Forces
- The Jopall Indentured Squadrons
- The Kaledon Hunters
Sources
- 1: Warhammer 40,000 5th Edition Rulebook, pg. 138
- 2: Codex: Imperial Guard (3rd Edition, 2nd Codex), [Needs Citation]
- 3: Imperial Armour Volume Three - The Taros Campaign
- 3a: p. 257
- 3x: [Needs Citation]
- 4: First and Only (Novel) by Dan Abnett, [Needs Citation]
- 5: The Traitor's Hand (Novel) by Sandy Mitchell, [Needs Citation]
- 6: Imperial Armour Volume Five - The Siege of Vraks - Part One, [Needs Citation]
- 7: Codex: Imperial Guard (5th Edition), pg. 12
- 8: The Imperial Infantryman's Uplifting Primer, pg. 13
- 9: Only War: Core Rulebook, pgs. 64-65
Retrieved from 'https://wh40k.lexicanum.com/mediawiki/index.php?title=Imperial_Guard_Regiment&oldid=322144'
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.
Known problems: Mostly fixed but many of the 'friends' organizations (seen below) are duplicates -- Navigators, Astropaths, Adepta Astra Telepathica, and Scholastica Psykana seem to have some overlap, as do Chartist Captains and Rogue Trader Dynasty. Somebody check those out, OK?
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. | 1-4 |
Planetary Defense Force: What the Guard doesn't want, the PDF will take. | 5-6 |
Penal Legion: Scum, criminals, murderers. Watch them closely. | 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 |
---|---|
Volunteer: Only the brave (of which there are plenty) join this Regiment. | 1-15 |
Veterans: Taken from the 'best' of the PDF, this Regiment somehow knows more about battle than most. | 16-25 |
Caste-born: Raised from birth in the warrior caste. | 26-30 |
Nobility: Bought their commission for honor and glory. | 31-35 |
Priesthood: They 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. | 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. | 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: Serving their sentence on the front lines, the slime. (If Penal Legion was rolled, this may be taken as default) | 86-95 |
Roll d3+1 times on this chart. | 96-100 |
Nature of Recruitment | d10 |
---|---|
Punishment/Redemption/Recycling: Recruits are gathered from the dregs of society. (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 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. | 56–65 |
Civilized World: Comfortable but not soft, ready to fight to preserve and spread civilization. | 66–75 |
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.) | 91–95 |
Pleasure World: Soft as clay before the firing of the kiln; war is their crucible. | 96–100 |
Non-Hive worlds then roll for the world's predominant terrain.
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: From the bowels of the earth, 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 | 91–95 |
Urban: Good soldiers, once you get the cityboy out of the city. | 96–00 |
Imperial Guard Regiment Ideas
Hive Worlds should instead roll on Rotowire fantasy football draft kit 1 0 download free.
Predominant Hive Tierrain | d100 |
---|---|
Cavern/Underhive: What the gangers lack in discipline, they make up for in savagery | 01–50 |
Urban/Middle Hive: The mass of the Hive, hearty if agoraphobic laborers | 51–95 |
Outskirts: The feral, toxic wastelands surrounding the Hives' bases | 96–00 |
Regiment Tactical Information[edit]
Regiment Core Units (d100) | |
---|---|
1-35 | Infantry Regiment |
36-45 | Light Infantry |
46-55 | Heavy Infantry |
56-70 | Mechanized Infantry |
71-75 | Drop |
76-80 | Armored |
81-85 | Artillery |
86-95 | Siege |
96-99 | Shock Troopers |
100 | Abhuman |
Warhammer 40k Human Name Generator
Specialization (d10) | |
---|---|
1 | Drill & Discipline |
2 | Counter |
3 | Stealth Warfare |
4 | Lightning Strike |
5 | Trench Warfare |
6 | Close Combat |
7 | Ranged Combat |
8 | Shock & Awe |
9 | Guerrilla Warfare |
10 | Hive Warfare |
Loyalty Rating (d10) | |
---|---|
1 | Overzealous: need to be actively held back from giving their lives for the Emperor |
2-3 | Fanatical: No remorse, no retreat, no fear. |
4-5 | Adherent: Hold fast to the Creed and His will. |
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. |
10 | Heretical: This regiment has abandoned the truth of the Emperor. |
Special Equipment (d100) | |
---|---|
1-10 | Traditional Weapon |
11-20 | War Trophies |
21-30 | Specialized Lasgun Pattern |
31-40 | Exotic Mounts |
41-50 | Rare Heavy Weapon |
51-60 | Blessed Wargear |
61-70 | Augmented Troops |
71-80 | Special Vehicle |
81-90 | Preferred Fighting Style |
91-100 | Modified Weaponry |
![Imperial guard regiment name generator free Imperial guard regiment name generator free](https://i.pinimg.com/236x/e8/4b/b7/e84bb75b9b6ac196304ff26c0474aa4c.jpg)
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. |
96-100 | Esoteric Beliefs |
Regiment Relations[edit]
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 |
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) |
89-91 | Officio Assassinorum |
92-93 | PDF (of a specific world) |
94-98 | Rogue Trader Dynasty |
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 |
51-60 | Daemon Prince/Daemon/other specific disciple of Chaos |
61-70 | Specific Chaos-aligned group |
71-80 | Dark Eldar |
81-90 | Tau |
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) |
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 |
Chaos | Chaos Space Marine Warband - Chaos Warband Heretics & Heretical Cults - Lost and the Damned Regiment - Renegade Knight House |
Xenos | Creature Creator - Dark Eldar Kabal - Eldar Craftworld - Harlequin Masque - Genestealer Cult Necron Dynasty - Ork Klan - Tau Cadre - Tyranid Hive Fleet |
Planets | Forge World Generator - Dark Mechanicus Forge World Generator - Planet Generator - Solar System Generator |
Retrieved from 'https://1d4chan.org/index.php?title=Imperial_Guard_Regiment_Creation_Tables&oldid=695229'