- This name generator will give you 10 random names for armies and subdivisions within an army. Many names have a darker or imposing name, often including death or blood. Red, the color of blood, is also part of many names, including its synonyms, like 'sanguine', 'crimson' and 'maroon'.
- Get the best deals on Military Surplus Onan Industrial Generators when you shop the largest online selection at eBay.com. Free shipping on many items Browse your favorite brands affordable prices.
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.
Only War is a Tabletop Roleplaying Game set in the Warhammer 40k Universe, Using similar rules as Dark Heresy and Rogue Trader, players will be thrust into t.
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 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. | 1-5 |
Planetary Defense Force: What the Guard doesn't want, the PDF will take. | 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]
Only War Regiment Generator Diagram
Recruitment Criteria | d100 |
---|---|
Volunteer: Only the brave and desperate ( of both of which there are plenty) join this Regiment. This may be taken automaticly. (You can also roll a second time to have a more specific method.) | 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, for living in an area with lesser technology produces hard soldiers. | 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 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]
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. | 56–60 |
Civilized World: Comfortable but not soft, ready to fight to preserve and spread civilization. | 61–65 |
Mining World: At home using Heavy Machinery, not afraid of the dark and great in tight spaces. | 66–70 |
Feudal World: Hard workers and steadfast warriors once they're convinced Lasguns aren't witchcraft | 71–75 |
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 |
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 and tankers. | 91–95 |
Urban: Good soldiers, once you get the cityboy out of the city. | 96–00 |
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 willing and able to prove that breeding will out, even in the face of Mankinds most grizzly foes. | 01-05 |
Cavern/Underhive: What the gangers lack in discipline, they make up for in savagery | 06–40 |
Urban/Middle Hive: The mass of the Hive, hearty if agoraphobic laborers | 41–79 |
The Whole Hive: Huge and fractious, this clash of cultures is in danger of fighting itself as much as it fights the enemy but in the hands of the right general and a competent team of commissars these regiments can play the different tiers strengths off of each other to create something truly lethal. | 80–95 |
Outskirts: The feral, toxic wastelands surrounding the Hives' bases more like Techno-Barbarians than feral-worlders these hardy fighters can survive almost anything, while being better capable of technological warfare than Feral or Feudal Worlders and in facing as much danger as most Death Worlders (excepting Catachan and other high end shitholes) but in the form of getting shot at rather than mauled by animals. | 96–100 |
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]
Regiment Core Units (d100) | |
---|---|
1-25 | Infantry Regiment |
26-35 | Cavalry |
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 |
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 and Urban Warfare |
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.
Only War Regiment Generator
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 preserved for after an insurrection. |
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, and their fellows from the same planet will despise them for the black mark of shame. |
Feel free to reroll or choose the previous table as desired.
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 |
![War War](https://vignette.wikia.nocookie.net/warhammer40k/images/e/ed/Cadian_NCO.jpg/revision/latest/scale-to-width-down/250?cb=20110804081732)
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]
Pa Civil War Regiments
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 (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) |
94-98 | 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 |
Only War Regiment Generator For Sale
Retrieved from 'https://1d4chan.org/index.php?title=Imperial_Guard_Regiment_Creation_Tables&oldid=726509'
Rocket Propelled Grenade
Freelance Merc For Hire
Validated User
So, now that Only War is out, I figured a thread showcasing the regiments everyone is creating might be a good idea. I'll start us off with a Line Infantry regiment, because you can't get more IG than that!
103rd Patrochan Heavy Infanty 'The Black Collars'
The world of Patroch is home to a population of serious, dedicated workers who value good craftsmanship and industrious production little less than the Adeptus Mechanicus. Though all Patrochan goods are of excellent make, they are best known for a unique pattern of carapace breastplate, built with a reinforced gorget and alloyed with certain dense ores that found on few other worlds. All regiments tithed from Patroch find their soldiers outfitted with these fine cuirasses, and the time of a tithing sees a great frenzy of production as the necessary armor is produced.
The title of the 103rd Heavy Infantry comes from a notorious incident in the regiment's original founding, when a fault in the smelting process stained the gorgets across entire line of breastplates an inky black. The regiment was called to service before the armor could be reproduced, and prosecuted their campaign with an exemplary record and remarkably few casualties. Over the many centuries since this first incident, the 103rd has been re-founded as necessary, and with each Founding, their armor has the gorgets dyed black in honor of the armor that served so well in times past.
Characters belonging to the 103rd Patrochan Heavy Infantry gain the following advantages:
Characteristic Modifiers: +3 Strength, +3 Willpower.
Starting Aptitudes: Willpower.
Starting Skills: Athletics, Common Lore (Imperial Creed), Common Lore (Imperial Guard), Common Lore (Imperium), Common Lore (War), Linguistics (Low Gothic).
Starting Talents: Hatred (Mutants), Rapid Reload.
Blessed Ignorance: Characters from the Patrochan Black Collars are disinclined to seek knowledge proscribed by the common wisdom of their world, and suffer -5 to Forbidden Lore Tests.
Wounds: Characters from this regiment generate starting Wounds normally.
Standard Regimental Kit (Arms and Armor): Per player character—M36 Lasgun and four charge packs (Main Weapon), Imperial Guard flak armor, Good-craftsmanship Carapace Chestplate, knife, two frag grenades, two krak grenades.
Standard Regimental Kit (Tools): Per player character—Microbead. Per Squad—Auspex.
Standard Regimental Kit (Miscellanea): Per player character—Chrono, Uniform, Poor weather gear, sling bag, basic tools, mess kit, water canteen, blanket, sleep bag, rechargeable lamp pack, grooming kit, cognomen tags, Imperial Infantryman's Uplifting Primer, two weeks of combat sustenance rations.
Favored Weapons: Grenade Launcher (Special), Autocannon (Heavy)
Creating the Patrochan Black Collars
Home World: Imperial World
Commanding Officer: Phlegmatic
Regiment Type: Line Infantry
Doctrines: Iron Discipline
Total Cost: 7 points (+10 points towards Standard Kit)
Additions to Standard Kit: Good-craftsmanship Carapace Chestplate (15 pts, +5 pts for craftsmanship), Microbead (8 pts), Chrono (2 pts), Auspex (10 pts, one per Squad)
Further Notes: This is a regiment designed to keep the players alive and intact a little more than usual. The extra armor and the Willpower aptitude should help with both physical and mental hardiness, while the rest of the equipment reflects their planet's inclination towards doing things thoroughly, including outfitting their regiments. Good, solid, dependable equipment--plus, the Auspex makes technical characters like an Operator useful even when the Squad has no vehicle assigned to them. The weapons were chosen for being able to engage light vehicles and heavier infantry, the sorts of opponents a Squad might have difficulty with but still be expected to overcome. They also are powerful without risking being overly strong in the hands of a starting Weapons Specialist or Heavy Gunner.
103rd Patrochan Heavy Infanty 'The Black Collars'
The world of Patroch is home to a population of serious, dedicated workers who value good craftsmanship and industrious production little less than the Adeptus Mechanicus. Though all Patrochan goods are of excellent make, they are best known for a unique pattern of carapace breastplate, built with a reinforced gorget and alloyed with certain dense ores that found on few other worlds. All regiments tithed from Patroch find their soldiers outfitted with these fine cuirasses, and the time of a tithing sees a great frenzy of production as the necessary armor is produced.
The title of the 103rd Heavy Infantry comes from a notorious incident in the regiment's original founding, when a fault in the smelting process stained the gorgets across entire line of breastplates an inky black. The regiment was called to service before the armor could be reproduced, and prosecuted their campaign with an exemplary record and remarkably few casualties. Over the many centuries since this first incident, the 103rd has been re-founded as necessary, and with each Founding, their armor has the gorgets dyed black in honor of the armor that served so well in times past.
Characters belonging to the 103rd Patrochan Heavy Infantry gain the following advantages:
Characteristic Modifiers: +3 Strength, +3 Willpower.
Starting Aptitudes: Willpower.
Starting Skills: Athletics, Common Lore (Imperial Creed), Common Lore (Imperial Guard), Common Lore (Imperium), Common Lore (War), Linguistics (Low Gothic).
Starting Talents: Hatred (Mutants), Rapid Reload.
Blessed Ignorance: Characters from the Patrochan Black Collars are disinclined to seek knowledge proscribed by the common wisdom of their world, and suffer -5 to Forbidden Lore Tests.
Wounds: Characters from this regiment generate starting Wounds normally.
Standard Regimental Kit (Arms and Armor): Per player character—M36 Lasgun and four charge packs (Main Weapon), Imperial Guard flak armor, Good-craftsmanship Carapace Chestplate, knife, two frag grenades, two krak grenades.
Standard Regimental Kit (Tools): Per player character—Microbead. Per Squad—Auspex.
Standard Regimental Kit (Miscellanea): Per player character—Chrono, Uniform, Poor weather gear, sling bag, basic tools, mess kit, water canteen, blanket, sleep bag, rechargeable lamp pack, grooming kit, cognomen tags, Imperial Infantryman's Uplifting Primer, two weeks of combat sustenance rations.
Favored Weapons: Grenade Launcher (Special), Autocannon (Heavy)
Creating the Patrochan Black Collars
Home World: Imperial World
Commanding Officer: Phlegmatic
Regiment Type: Line Infantry
Doctrines: Iron Discipline
Total Cost: 7 points (+10 points towards Standard Kit)
Additions to Standard Kit: Good-craftsmanship Carapace Chestplate (15 pts, +5 pts for craftsmanship), Microbead (8 pts), Chrono (2 pts), Auspex (10 pts, one per Squad)
Further Notes: This is a regiment designed to keep the players alive and intact a little more than usual. The extra armor and the Willpower aptitude should help with both physical and mental hardiness, while the rest of the equipment reflects their planet's inclination towards doing things thoroughly, including outfitting their regiments. Good, solid, dependable equipment--plus, the Auspex makes technical characters like an Operator useful even when the Squad has no vehicle assigned to them. The weapons were chosen for being able to engage light vehicles and heavier infantry, the sorts of opponents a Squad might have difficulty with but still be expected to overcome. They also are powerful without risking being overly strong in the hands of a starting Weapons Specialist or Heavy Gunner.