Regiment types

Here i will list the different regiment types available. I will omit the lore behind the options, if you want the lore i suggest you read it in their respective rulebook or in other sources.

The different regiments come from different sourcebooks, these are. Core Rulebook = Core, Shield of Humanity = SoH, Hammer of the Emperor = HotE, Regimental command Wiki = RcW.

If a regimental type has any special rules regarding regimental command, the headline "Regimental Command" will be added at the end of the regiment followed by any special rules.

Horde:1 RcW

Light Infantry: 2 Core

Line Infantry: 2 Core

Siege Infantry: 2 Core

Close Assault Regiment: 3 SoH

Drop Troops: 3 Core

Reconnaissance Regiment: 3 Core

Hunter-Killer: 3 Core

Mechanised Infantry: 3 Core

Mechanised Reconnaissance Regiment: 3 SoH

Salvage and Recovery Regiment: 3 SoH

Armoured Regiment: 4 Core

Artillery Regiment: 4 HotE

Grenadiers: 4 HotE

Guerrilla Regiment: 4 HotE

Rough Rider Regiment: 5 HotE

Super-Heavy Armoured Regiment: 7 SoH

**The following two regiment types has special rules in Regimental Command which are important to note.**

Heavy Reconnaissance Regiment: 8 HotE

Rapid Reconnaissance Regiment: 8 SoH

**Horde.**

**Characteristics:** +6 Agility, -3 Intelligence, -3 Toughness

**Standard Regimental Kit:** The regiment gets an Autogun with three clips (Main weapon) as well as a highly visible piece of clothing that clearly marks the soldiers as rebels, heretics, convicts, etc. The nature of this article depends on the nature of the regiment. The regiment doubles its unit numbers and thus squads are twice as big. They start with 5 more squads in regimental command and cannot take The Few penalty. Resupplying lost soldiers gets a +20 on the Logistics check for this regiment, regimental command also gets +20 on any rolls to get hold of regular unaltered squads, not support squads or specialists. The standard kit of the soldiers however all counts as poor quality, and the regiment won't get its +10 on requisition tests for regimental standard equipment that is higher quality than Poor Quality.

Any grenades is replaced with 1 Spike bomb (Counts as a poor quality frag grenade with Unreliable) and 2 Poor quality Fire bomb grenades.

Being used to so much death all around them, characters from this regiment may buy the talent Jaded at half cost. All explosives and grenades used by the regiment explodes while trying to use it on a roll of 91+. Any equipment picked up and used by the regiments become Poor quality because of the rough handling by its individuals. This one doesn't apply to characters from the regiment.

**Light Infantry.**

**Characteristics:** +3 Agility, –3 Toughness

**Starting Skills:** Navigate (Surface)

**Starting Talents:** Sprint

**Standard Kit:** One lascarbine and four charge packs per Player Character (Main Weapon), one flak vest and flak helmet per Player Character, two frag grenades and two smoke grenades per Player Character.

**Line Infantry.**

**Characteristics:** +3 Strength, –3 Intelligence

**Starting Skills:** Athletics

**Starting Talents:** Rapid Reload

**Standard Kit:** One M36 lasgun and four charge packs per Player Character (Main Weapon), one suit of Imperial Guard flak armour per Player Character, two frag grenades and two krak grenades per Player Character.

**Siege Infantry.**

**Characteristics:** +3 Toughness, –3 Intelligence

**Starting Skills:** Tech-Use

**Starting Talents:** Nerves of Steel

**Standard Kit:** One M36 lasgun and six charge packs per Player Character (Main Weapon), one suit of Imperial Guard flak armour per Player Character, one respirator per Player Character, four empty sandbags and one entrenching tool per Player Character, two frag grenades and two photon flash grenades per Player Character.

**Regimental Command:** Because of their kit and training, Siege Infantry digs trenches in half the time, does not need tools (since they already have them) and only needs to have their sandbags replaced after constructing trenches, instead of needing trench materials beforehand.

**Close Assault Regiment.**

**Characteristics:** +3 Weapon Skill, –3 Intelligence

**Starting Skills:** Dodge or Parry

**Starting Talents:** Lightning Reflexes

**Standard Regimental Kit:** One combat shotgun and four reloads or one great weapon or two one-handed low-tech weapons per Player Character (Main Weapon), one suit of Imperial Guard flak armour per Player Character, three frag grenades and two krak grenades per Player Character.

**Special:** At a cost of an additional 2 Regiment Creation points, the regiment can add a Chimera Armoured Transport or other transport vehicle (at the GM’s discretion) per Squad to its Standard Regimental Kit.

**Drop Troops.**

**Characteristics:** +3 Agility, –3 Fellowship

**Starting Skills:** Operate (Aeronautica)

**Starting Talents:** Catfall

**Standard Kit:** One lascarbine and four charge packs per Player Character (Main Weapon), one suit of Imperial Guard flak armour per Player Character, one respirator per Player Character, one grav-chute per Player Character, two frag grenades and two smoke grenades per Player Character.

**Regimental command:** At an additional cost of +10, a Drop Troops regiments squads can Deep Strike to the battlezone if the battlezone has orbital supremacy. Nominate any square upon the map, scatter the same way as macro cannon support does. If the squad would end up on a friendly squad re-roll or the Game builder chooses a new landing spot.

If the squad would land on an enemy, recalculate the landing spot the same way, then commence battle play or an exhange between the two squads. The distance chosen by the defenders. If the enemy squad is annihilated the Drop Troop squad takes over that spot, otherwise put it as already determined.

Drop Troops Deep Striking can be shot at by AA defensive fire.

If the requisition of the squad fails, but would have succeeded without the additional drop cost, the requisition counts as successful and the squad may deploy normally.

**Reconnaissance Regiment.**

**Characteristics:** +3 Perception, –3 Willpower

**Starting Skills:** Awareness

**Starting Talents:** Combat Sense

**Standard Kit:** One Sentinel Scout Walker or one Chimera Armoured Transport per Squad, and one set of magnoculars per Player Character.

**Regimental Command:** Squads from the regiment counts as Scouts support squads.

**Hunter-Killer.**

**Characteristics:** +3 Ballistic Skill, –3 Strength

**Starting Skills:** Operate (Surface)

**Starting Talents:** Resistance (Fear)

**Standard Kit:** One Sentinel Scout Walker or one Hellhound Support Tank (or variant) per Squad.

**Mechanized Infantry.**

**Characteristics:** +3 Agility, –3 Perception

**Starting Skills:** Operate (Surface)

**Starting Talents:** Rapid Reload

**Standard Kit:** One M36 lasgun and four charge packs per Player Character (Main Weapon), one suit of Imperial Guard flak armour per Player Character, two frag grenades and two krak grenades per Player Character, one Chimera Armoured Transport per Squad.

**Mechanized Reconnaissance.**

**Characteristics:** +3 Perception, –3 Toughness

**Starting Skills:** Awareness

**Starting Talents:** Lightning Reflexes

**Standard Regimental Kit:** One Salamander Reconnaissance Tank (or variant, at the GM’s discretion) per Squad, and one set of magnoculars per Player Character.

**Regimental Command:** Squads from this regiment counts as Scouts support squads.

**Salvage and Recovery.**

**Characteristics:** +3 Intelligence, –3 Strength

**Starting Skills:** Operate (Surface)

**Starting Talents:** Nerves of Steel or Battlefield Tech-Wright

**Standard Regimental Kit:** One Atlas recovery tank per Squad, and one anointed maintenance toolkit per Player Character.

**Regimental Command:** Squads from this regiment counts as Recovery Support squads. Note that the maintenance toolkit does not make the squads count as Repair Support. Characters from this regiment however can repair with this kit.

**Armoured Regiment.**

**Characteristics:** –3 Weapon Skill, +3 Intelligence

**Starting Skills:** Operate (Surface)

**Starting Talents:** Technical Knock

**Standard Kit:** One Leman Russ battle tank (or variant, at GM’s discretion) per Squad, and one anointed maintenance toolkit per Player Character.

**Regimental Command:** Do note that the maintenance toolkit does not make the squads count as Repair squads, characters from the regiment may repair with this toolkit however. At the GM's discretion any ONE armoured vehicle may be the regimental standard armoured vehicle (like Vanquishers, Siegfrieds or Hydra flaks), depending on choice the regiment may change composition, as in Hydra flaks make the regiment count as AA support groups. This doesn't allow for artillery vehicles nor transport vehicles.

**Artillery Regiment.**

**Characteristics:** +3 Ballistic Skill, –3 Toughness

**Starting Skills:** Operate (Surface)

**Starting Talents:** Bombardier

**Standard Kit:** 1 lascarbine (Main Weapon) and four charge packs per Player Character, 1 Basilisk per Squad or 1 mortar per every two Player Characters, 1 pair of magnoculars per Player Character, 1 vox-caster per Squad.

**Regimental Command:** Squads from this regiment counts as Artillery or Mortar support squads depending on their composition. At the GM's discretion any ONE artillery vehicle may be the regimental standard artillery piece (like Gryphon Mortars), it may also be thudd guns or Mole Mortars. Mortars may only barrage at 3 squares distance while Thudd guns barrage at 4 squares distance. Otherwise they function as Artillery support squads.

**Grenadiers.**

**Characteristics:** +3 Ballistic Skill, +3 Toughness, –3 Perception.

**Starting Skills:** Tech-Use

**Starting Talents:** Bombardier

**Standard Kit:** 1 auxiliary grenade launcher weapon upgrade per Player Character, 1 additional krak and frag grenade per Player Character, 1 suit of light carapace armour per Player Character, 1 deadspace earpiece per Player Character, 2 grenade launchers per Squad.

**Regimental Command:** The additional grenade launchers count as two additional regimental favored Basic weapons.

**Guerilla Regiment.**

**Characteristics:** +3 Perception, –3 Fellowship

**Starting Skill:** Stealth

**Starting Talents:** Ambush

**Standard Regimental Kit:** 1 lascarbine (Main Weapon) and four charge packs per Player Character, 2 blind grenades per Player Character, 2 stun grenades per Player Character, 2 frag grenades per Player Character.

**Regimental Command:** Squads from this regiment count as regimental Scout support squads.

**Rough Rider Regiment.**

**Characteristics:** +3 Agility, –3 Ballistic Skill

**Starting Skills:** Survival

**Starting Talents:** Catfall

**Standard Kit:** 1 hunting lance (Main Weapon) per Player Character, 1 laspistol and four charge packs per Player Character, 1 flak jacket and flak helmet per Player Character, 1 riding beast per Player Character (see Mount Profiles on page 138 for some examples), 1 saddle per Player Character, 2 saddlebags per Player Character, 1 set of riding tack (reins, harness, etc) per Player Character.

**Regimental Command:** Squads from this regiment move using the cavalry rules. the 14 days of food counts as having feed for the mounts as well, so if the squad has food, the mounts have feed, events may still modify this.

Upon creation, the regiments beasts are chosen or constructed using the rules within HotE (higher rarity mounts kinda balance themselves with being difficult to resupply).

Alternatively instead of mounts the rough riders may instead have motorcycles. The squads now move as vehicles but also require fuel like vehicles, with the difference that if the squad runs out of fuel the guardsmen can push the bikes 1 square every other day. On top of this the rider needs to keep at least one hand on the handlebar or risk crashing, since this isn't a living being keeping itself upright. On top of this, newly requisitioned squads ARE deployed with their motorcycles, unlike other vehicle squads who are not deployed with their vehicles. Motorcycles don't cost extra points since the disadvantages should balance the advantages.

The motorcycles use this stat-line.

Type: Wheeled Vehicle Tactical Speed: 16 m

Cruising Speed: 70 kph Manoeuvrability: +10

Structural Integrity: 8 Size: Massive

Armour: Front 10, Side 10, Rear 10

Vehicle Traits: Rugged, Bike, Wheeled vehicle, Open-Topped,

Crew: 1 Driver

Carrying Capacity: 1 Imperial Guardsmen plus wargear

Weapons

None

Hull-mounted weapon (choose one of the following):

None

Vehicle Upgrades: Rough terrain modification, may re-roll any test to traverse difficult terrain.

Rarity: Scarce but with a misc -5 modifier.

**Super Heavy Regiment.**

**Characteristics:** –3 Weapon Skill, +3 Willpower

**Starting Skills:** Operate (Surface)

**Starting Talents:** Technical Knock

**Standard Regimental Kit:** One Baneblade super-heavy tank (or variant, at the GM’s discretion) per Squad, and one anointed maintenance toolkit per Player Character.

**Regimental Command:** Upon creating the regiment, any super heavy vehicle can be used for this regiment apart from these exceptions. Adeptus titanicus titans (but not knight titans, you may create knight households), Ordinatus majoris (if you find or create rules for them, you may use ordinatus Minoris). Or any other True super heavies. As always it is up to the game builder to allow the vehicle choice. Some game builders will not allow super heavy regiments at all.

As you well know you only get 3 squads as a super heavy regiment, as well as only those starting squads begin play with their vehicles. Further squads are NOT deployed with vehicles. (The same as other vehicle regiments, but i thought i would specify.)

**Heavy Reconnaissance.**

**Characteristics:** +6 Agility, –6 Toughness

**Starting Skills:** Operate (Surface), Tech-Use

**Starting Talents:** Push the Limit, Tank Hunter

**Standard Kit:** 1 Sentinel scout walker per Player Character, 1 set of magnoculars per Player Character.

**Regimental Command:** Squads from this regiment counts as Scouts support squads. For simplicity, the squads will count as 2 hp per individual instead of 1 in exchanges. This is to make this regiment type playable at all since every member of the squad requires a vehicle. This also applies to getting new squads as new squads are not delivered with vehicles.

To make it more manageable the squads only have 5 individuals.

Upon creating the regiment, any variant of sentinel with any weapon allowed by that sentinel type may be defined as the standard regimental vehicle. New vehicles will be delivered this way to compensate for some of the drawbacks in Regimental Command.

**Rapid Reconnaissance Regiment.**

**Characteristics:** +3 Agility, –3 Toughness

**Starting Skills:** Operate (Surface), Tech-Use

**Starting Talents:** Combat Sense or Accelerated Repairs

**Standard Regimental Kit:** One Tauros rapid assault vehicle and one set of Magnoculars per Player Character. At the GM’s discretion, two Player Characters may exchange their individual vehicles for a single Tauros Venator.

**Regimental Command:** Squads from this regiment counts as Scouts support squads. For simplicity, the squads will count as 2 hp per individual instead of 1 in exhanges. This is to make this regiment type playable at all since every member of the squad requires a vehicle. This also applies to getting new squads as new squads are not delivered with vehicles.

To make it more manageable the squads only have 5 individuals. Upon creation the regiment gets Tauros rapid assault vehicles or Tauros Venators, Heroes from the regiment may choose the other using the regular rules. Regardless of which is chosen regular squads get 5 vehicles total.

Upon creating the regiment, any weapon usable by the vehicle may be defined as the standard regimental Weapon. New vehicles will be delivered this way to compensate for some of the drawbacks in Regimental Command.