Imperial Guard Regiment creation thread

By the glory of the God Emperor of Man will shall create the most glorious of servants in his name!

1d4chan.org/wiki/Imperial_Guard_Regiment_Creation_Tables

First roll:
>Regiment Classification d10

>Rolled a 7
Penal Legion

>>Rolled a 7
Where?

Newfag here, isn't this how it works?

You get a dice, (Regiment Classification being d10)

Roll and then share the result? Then build from there on?

Or did I fuck up?

you roll in the options field in this case you should type dice+1d10

That is how creation threads work

Rolled 1 (1d10)

Let me

Imperial Guard: A true regiment, drilled and competent in their service.

So we are a proper regiment, but let's see what kind of people it has in it

>Recruitment Criteria d100

Rolled 3 (1d10)

Well, shit...
Sorry annon

It's ok user, we all were newfags once upon a time. The God Emperor forgives your sins user

Rolled 94 (1d100)

Convicts: Serving their sentence on the front lines, the slime.

>Nature of Recruitment d10

Rolled 9 (1d10)

Standard conscription: Average or above-average citizens recruited from all levels of society

>Home World d100

Rolled 80 (1d100)

Civilized World: Soft as clay before the firing of the kiln; war is their crucible.

>Terrain d100

Home World Predominant Terrain

Rolled 32 (1d100)

>The convicts are those convicted of civil crimes, they are by and large not violent criminals
Cool or dumb?

>Guard duty is community service
cool

Desert: At home in sun, sand and wind.

>Regiment Core Units (d100)

It honestly feels like our regiment is culled from the least threatening of our prisoners. Maybe some kind of logistics-focused regiment?

Alternatively, nonviolent crime could be something like theft or espionage, and we could be a cloak and dagger guard regiment.

Rolled 1 (1d100)

>civilized desert world

How about we do not go for a not!middle eastern culture this time

Infantry Regiment

>Specialization (d10)

Rolled 6 (1d10)

Considering our nonviolent crime thing, I was thinking maybe some kind of Dubai-meets-Monaco world. A civilized world that's an island of calm in an endless ocean of war and danger. Also gambling.

Infantry regiemnt

>Regiemnt

Close Combat

Affix bayonets and rush the enemy men!

>Loyalty Rating (d10)

Rolled 9 (1d10)

Rolled 4 (1d10)

All these nonviolent criminals affixing bayonets? This seems like such a shitshow.

>Give a bunch of white collar criminals full access to the flow of logistics
A tidal wave a fraud and corruption awaits you, I'm not saying that's a bad thing or the the Adeptus Admin wouldn't make that mistake but that's what going to happen.

Yeah that works.

Maybe we send of low lever criminals just becuase the Imperium need the tithe, and we don't want to give away other resources unnecessarily?

Unorthodox: Serve the Emperor in ways frowned upon by most in the Administratum.

Maybe it's just some sort of local worship?

>Special Equipment (d100)

Rolled 10 (1d100)

Rolled 38 (1d100)

I want to say instead they're massive cowards, but venerate the emperor by turning that cowardice into advantage. It's like an entire regiment got the Ciphas Cain treatment.

Nah, they're convicted of local!heresy, but the over-all rules of the Imperial Cult do not consider their 'heresy' to be actual heresy.

Probably something along the lines of performing the rituals of worship incorrectly or something.

Traditional Weapon

What are some cool close combat weapons that be affixed to a lasgun?

>Regiment Creed (d100)

Rolled 78 (1d100)

Rolled 62 (1d100)

I want to say tethered harpoon-bayonets. So they can use them as grappling hooks, but also so they can bayonet from far away.

>Glory in Death
The more we make this, the more comedic it gets. Our goal is to die, and take as many of the enemy as we can with us, despite being white collar criminals who likely have no idea what they're doing, and are also slightly heretics.

>Regiment Friends (d100)

Rolled 64 (1d100)

>Imperial Guard (of a specific world)
Alright, we have guard buddies of some kind. Should we roll them up afterwards, or make them a canon regiment?

>Regiment Enemies (d100)

Rolled 14 (1d100)

Roll them up afterwards

Sounds like a plan!

>Orks
We probably pissed them off with how shitty we are at actual fighting.

Alright then, that's it for this regiment. Should we move straight on to their friends, or find some more stuff to roll?

lets do their friends, then!

Alright, in that case, roll 1d10 for this regiment's classification.

Rolled 1 (1d10)

Once more, a regular Guard regiment.

Now, 1d100 for their regiment demographic.

Rolled 25 (1d100)

Looks like we're an all (or at least majority) female regiment.

Next, d10 for their nature of recruitment.

Rolled 2 (1d10)

Dyke Regiment!

Rolled 9 (1d10)

For the Emperor!

Rolled 84 (1d100)

well muskets and pointy sticks it is then

Regiment Classification
Imperial Guard: A true regiment, drilled and competent in their service.

The cream of the crop! Elite conscription and damn impressive.

Roll 1d100 for their homeworld.

Okay, so wimpy criminals who are meant to die but are shit at killing, are friends with a not!Space Amazon legion...

Why?

Rolled 10 (1d10)

Oops posted wrong info.

Militia: Brave enough to defend their world without training or equipment.
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)

Starting to doubt this regiment's fighting effectiveness

I mean so far the not-amazons aren't actually all that not-amazon, they're elite women from...somewhere that we still need to roll.

Seems like the setup to a comedy duo to me. You've got the pessimistic, barely-not-heretical criminals and the exuberant noblewomen.

It's like a buddy cop film. I'd watch it!

Rolled 29 (1d100)

Militia: Brave enough to defend their world without training or equipment.
Gangers: They fought each other in the slums, now they fight a true enemy.
Punishment/Redemption/Recycling: Recruits are gathered from the dregs of society.

Rolled 57 (1d100)

Militia: Brave enough to defend their world without training or equipment.
Gangers: They fought each other in the slums, now they fight a true enemy.
Punishment/Redemption/Recycling: Recruits are gathered from the dregs of society.
Feral World: They fight like wild animals in the Skyfather's name.

okay so literally just sticks then

>Militia: Brave enough to defend their world without training or equipment.
>Gangers: They fought each other in the slums, now they fight a true enemy.
>Punishment/Redemption/Recycling: Recruits are gathered from the dregs of society.
>Feral World: They fight like wild animals in the Skyfather's name.
Ice: Cold-blooded, with hearts of fire.

hmmm

Rolled 86, 5, 86, 84, 96, 75 = 432 (6d100)

rolling all at once

Rolled 9, 9 = 18 (2d10)

final roll

So crazy, feral borderline heretics armed with sticks that charge fortifications (or infiltrate them on good days). Strangely friendly with the inquisition.