IN THE GRIM DARKNESS
OF THE FAR FUTURE THERE IS ONLY WAR.
It is the 41st Millenium, and humanity is beset on all sides, from without and from within. The Imperium of Mankind faces threats from the mutant, the heretic, and the alien. To allow them to triumph is to doom the galaxy, so it commits unspeakable atrocities with each passing day to forestall the end. It is now a rotting edifice and mockery of the God-Emperor's dream, who is forced to watch with his decaying husk bound to the Golden Throne on Holy Terra.
There are those though who dare hope. Who dare believe that this crumbling vision can yet be saved or restored, one way or another. Perhaps it may not be the Imperium then, or perhaps it will require asking for aid from the unthinkable. They are the fleeting flickers of light that combined together may yet save the universe.
But this is not their story. This is a story about those whose fates are not quite so grand, but no less worthy of chronicle. It is a tale about the masses who fight not only to serve the Imperium, but to survive another day, another battle, another war. They are the countless heroes who entrust their lives to you, the many faceless comrades you will lose along the way. But their story shall never be forgotten, their fates recorded as the martyrs that may one day be remembered.
Perhaps you will join them in time. Assuming that there is an Imperium left.
Choose your branch of service.
[ ] Adeptus Astartes The superhuman Space Marines, among the mightiest defenders of the Imperium. Once they were the promise of the final warriors humanity would ever need to see peace. But now they are the bare minimum that is holding the Imperium together, keeping traitors and xenos at bay even as they fall.
[ ] Adeptus Mechanicus The legions of tech-priests from Mars that care for the Imperium's machines, an empire unto themselves. They are the worshippers of the Omnissiah that claim dominion over technology, the caretakers of ancient wonders whose purpose has been long forgotten. Their pursuit of knowledge is one filled with holy enlightenment mixed with fatal adventurism.
[ ] The Inquisition The secret agents of the Throne, charged with protecting the Imperium from that which requires special care. They are those who understand what needs to be done to prevent further tragedy, to expose what is hidden in the shadows. It is their expertise that determines which can be saved and which is already damned, the power to condemn entire worlds if they so deem it.
[ ] Astra Militarum The endless Imperial Guard, the masses that hold the line in the face of unspeakable horrors. Drawn from innumerable worlds from countless backgrounds, they are the common soldiers with whose blood the Imperium is watered everyday. They are the hammer and the harbinger, unafraid of whatever sacrifice is needed to buy time.
- "Didn't you say that you could only really do two quests at best to maintain quality?" Yes, which is why this is not a narrative character-driven quest. It is a narrative wargame quest that honestly is aiming for a smaller scale than what it could be. This is sort of what Reluctant Vassal eventually evolved from, but with far less scale.
- So this is not a "fix the Imperium" campaign. You are not grand actors with the means to try and reform it, or who just start over anew. You're going to be the people who buy time at the frontlines that enable others to do it.
- Most rules and stats will be coming straight out of 8th Edition, or at least what Battlescribe uses. It's got the most catalogue of stuff to pull from, and I'm not above doing homebrewing. Or Rule of Cool.
- As for what to expect, it'll be wargame battles that have persistent tracking between fights. Stuff like troop upgrades, special weapons, all that fun stuff that is normally taken for granted on an army list is fair game for progression here.
-This is just picking a general idea of what sort of background dressing/setting you are interested in. You'll choose specific subfactions later within each. I will note that in particular, the Inquistion subfactions are the ones who are significantly different between the three primary Ordos. You could even say that they're different armies.
- Very long moratorium for questions, discussions, and suggestions. Note that worst comes to worst and ya'll die, we'll just start over from character creation with new options based on what you had accomplished in the time.
Scheduled vote count started by Celeshiro on Oct 1, 2024 at 6:22 PM, finished with 35 posts and 26 votes.
[X] Astra Militarum The endless Imperial Guard, the masses that hold the line in the face of unspeakable horrors. Drawn from innumerable worlds from countless backgrounds, they are the common soldiers with whose blood the Imperium is watered everyday. They are the hammer and the harbinger, unafraid of whatever sacrifice is needed to buy time.
[X] Adeptus Mechanicus The legions of tech-priests from Mars that care for the Imperium's machines, an empire unto themselves. They are the worshippers of the Omnissiah that claim dominion over technology, the caretakers of ancient wonders whose purpose has been long forgotten. Their pursuit of knowledge is one filled with holy enlightenment mixed with fatal adventurism.
[X] Adeptus Astartes The superhuman Space Marines, among the mightiest defenders of the Imperium. Once they were the promise of the final warriors humanity would ever need to see peace. But now they are the bare minimum that is holding the Imperium together, keeping traitors and xenos at bay even as they fall.
[X] Astra Militarum The endless Imperial Guard, the masses that hold the line in the face of unspeakable horrors. Drawn from innumerable worlds from countless backgrounds, they are the common soldiers with whose blood the Imperium is watered everyday. They are the hammer and the harbinger, unafraid of whatever sacrifice is needed to buy time.
The Astra Militarum or as it is far more commonly known, the Imperial Guard. While it is through the superhuman labors of the Space Marines that conquest is achieved, it is the humble Guardsmen who follow that garrison the newly taken territory. They are but ordinary humans, bestowed no special genius of bio-engineering or given special technnologies tailored to them. All they have is a well-worn lasgun, a battered flak vest, and the knowledge that they are what stands between the worst this galaxy has and their distant homes.
That is enough for them to draw a line in the sand, and hold out for as long as they must.
Across the vast expanse of the galaxy, their armies march. From what remains of Cadia to the frozen reaches of Valhalla, from the sweltering jungles of Catachan to the barren wastelands of Krieg, they muster to fight the darkness back for just another day. A hundred, a thousand, a million lives, all cheap prices to pay to keep the Imperium together in the wake of the Thirteenth Black Crusade. For if a humble Guardsman was able to stand up to the Warmaster Horus himself, then what hope does Abaddon the Despoiler have against these determined legions?
They hail from so many worlds, each of them a unique background and experience that has shaped the soldiers themselves when they depart for service. Regiments are trained and equipped in every which way, specializing in different strengths to cover up for the weakness of others. They would even go so far as to offer different types of forces, granting the Imperial Guard the flexibility of availability when it comes to what is needed. The forces you command hail from one such of these worlds, earning a Regimental Doctrine that defines their style.
Choose a Regiment Type
[ ] [Type] Infantry. Squads of elite infantry accompanied by specialists on the battlefield, supported by lightly armored vehicles. Tanks are a rarity but not an unwelcome sight for when the hammer is needed.
[ ] [Type] Mixed. Scouts lead the way, followed by armor to engage in opponents. In their wake comes the infantry, ready to storm the remaining strongholds and clear what remains.
[ ] [Type] Armored. The rumbling of the ground is but a prelude to the vehicles to come, to crush all beneath their treads and blast all who escape it. Those outside quail, bereft of protective metal to shield them from the violence to follow.
Choose a Regiment Origin
[ ] [Origin] Cadia. Though the machinations of Chaos had destroyed their beloved homeworld, the words of the Cadian 8th still echo in all who once called the planet home, for the planet broke before the Guard did. 'Cadia Stands.' Regimental Doctrine: Born Soldiers.
[ ] [Origin] Catachan. The deathworld of Catachan is a nightmarish place with a morbid mortality rate, both weak and strong alike perishing in the uncaring jungles. What survives then are those mad enough to declare the dangerous of the galaxy mundane compared to their home. Regimental Doctrine: Brutal Strength.
[ ] [Origin] Valhalla. A frozen wasteland bereft of warmth that accurately reflects the callous attitde of the people. Life is cheap, so enjoy a cup of tanna before you die. Regimental Doctrine: Grim Demeanor.
[ ] [Origin] Vostroyan. The sins of the father are also that of the child, so deeply has the guilt lingered in their people's memories. Thus are the Firstborn obliged to go to war to purge the dishonor of their ancestors. Regimetnal Doctrine: Heirloom Weapons.
[ ] [Origin] Amageddon. From the choked smokestacks of their world they come, veterans of wars time and time again. Yet they remained unbowed, bringing light to the darkest parts of the Imperium all the same. Regimental Doctrine: Industrial Efficiency.
[ ] [Origin] Tallarn. The swirling desert hides all, until it is too late. They emerge from the dust and strike, only to fade away just as quickly to ready again. Regimental Doctrine: Swift as the Wind.
[ ] [Origin] Atoma Prime. Within the massive spires lurks evils that fester in the darkness. Cutting through the darkness do elites stride through, cleansing themselves of sin. Regimental Doctrine: Storm Troopers.
[ ] [Origin] Mordian. On a world that knows only two sides, the people only know two commands. Take aim, and open fire. Regimental Doctrine: Parade Drill.
[ ] [Origin] Krieg. A once-productive world now reduced to nuclear waste because of a singular betrayal so great, it lingers in memory. A guilt born of a failed duty can only be washed away by blood. Regimental Doctrine: Cult of Sacrifice.
[ ] [Origin] Elysia. They descend from their spires, grav chutes flaring when they land. Then they are quiet until it is time to strike. Regimental Doctrine: Aerial Drop.
[ ] [Origin] Tanith. The shifting woods changes the path, again and again. So too does the path change when they leave the planet, for better or worst. Regimental Doctrine: Swift as the Wind.
[ ] [Origin] Maccabeus Quintus. A holy world whose message must be delivered across the Imperium, by mouth if need be. So do the pilgrims muster forth. Regimental Doctrine: Cult of Sacrifice.
[ ] [Origin] Attila. Rolling plains, far as the eye can see, perfect for the nomadic peoples. Add in a few crates, and perhaps it isn't so different from the battlefield. Regimental Doctrine: Swift as the Wind.
[ ] [Origin] Scintilla. Discontent children of nobility, striking it out to find new purpose in life when the salons of their home are too much. Yet they annoyingly still find themselves surrounded by it when they gather. Regimental Doctrine: Heirloom Weapons.
[ ] [Origin] Harakon. The towers of the Hive world reach high, standing tall amid the storms. A crack of the lightning and they are there on the ground, going straight into war. Regimental Doctrine: Aerial Drop.
[ ] [Origin] Salvar. Toxic and horrific working conditions so bad, the people would rather die in war than in the mines. But they never quite left behind old habits. Regimental Doctrine: Industrial Efficiency.
- Battlescribe is great for doing regular armies, but ain't fun for custom units. I'll probably need to do that myself...
- Yeah, lots of options for the Guard. Feel free to recommend one not mentioned here, Regimental Doctrines matter more with mechanical effect.
- Vote for the type and origin separately. Type will determine what scale you'll be at, origin will determine potential narrative/upgrade paths.
[X] Plan: Millitary-Industrial Violence Complex
-[X] [Type] Armored. The rumbling of the ground is but a prelude to the vehicles to come, to crush all beneath their treads and blast all who escape it. Those outside quail, bereft of protective metal to shield them from the violence to follow. --[X] [Origin] Amageddon. From the choked smokestacks of their world they come, veterans of wars time and time again. Yet they remained unbowed, bringing light to the darkest parts of the Imperium all the same. Regimental Doctrine: Industrial Efficiency.
[x] Plan:The Elite
-[x] [Type] Infantry. Squads of elite infantry accompanied by specialists on the battlefield, supported by lightly armored vehicles. Tanks are a rarity but not an unwelcome sight for when the hammer is needed. -[x] [Origin] Atoma Prime. Within the massive spires lurks evils that fester in the darkness. Cutting through the darkness do elites stride through, cleansing themselves of sin. Regimental Doctrine: Storm Troopers.
[X] Plan: Cocaine but armored
-[X] [Type] Armored. The rumbling of the ground is but a prelude to the vehicles to come, to crush all beneath their treads and blast all who escape it. Those outside quail, bereft of protective metal to shield them from the violence to follow.
-[X] [Origin] Salvar. Toxic and horrific working conditions so bad, the people would rather die in war than in the mines. But they never quite left behind old habits. Regimental Doctrine: Industrial Efficiency.
[x] plan WHO WISH TO LIVE FOREVER?
-[x] [Type] Infantry. Squads of elite infantry accompanied by specialists on the battlefield, supported by lightly armored vehicles. Tanks are a rarity but not an unwelcome sight for when the hammer is needed.
[X] Plan: Seven Pillars of Wisdom -[X] [Type] Mixed. Scouts lead the way, followed by armor to engage in opponents. In their wake comes the infantry, ready to storm the remaining strongholds and clear what remains. -[X] [Origin] Tallarn. The swirling desert hides all, until it is too late. They emerge from the dust and strike, only to fade away just as quickly to ready again. Regimental Doctrine: Swift as the Wind.
[X] Plan: Fancy Warfare -[X] [Type] Mixed. Scouts lead the way, followed by armor to engage in opponents. In their wake comes the infantry, ready to storm the remaining strongholds and clear what remains. -[X] [Origin] Scintilla. Discontent children of nobility, striking it out to find new purpose in life when the salons of their home are too much. Yet they annoyingly still find themselves surrounded by it when they gather. Regimental Doctrine: Heirloom Weapons.
[X] [Origin] Tanith. The shifting woods changes the path, again and again. So too does the path change when they leave the planet, for better or worst. Regimental Doctrine: Swift as the Wind.
[X] Plan: First Blood -[X] [Type] Mixed. Scouts lead the way, followed by armor to engage in opponents. In their wake comes the infantry, ready to storm the remaining strongholds and clear what remains. -[X] [Origin] Catachan. The deathworld of Catachan is a nightmarish place with a morbid mortality rate, both weak and strong alike perishing in the uncaring jungles. What survives then are those mad enough to declare the dangerous of the galaxy mundane compared to their home. Regimental Doctrine: Brutal Strength.
[X] Plan: Sins Of Our Ancestors
-[x] [Type] Infantry. Squads of elite infantry accompanied by specialists on the battlefield, supported by lightly armored vehicles. Tanks are a rarity but not an unwelcome sight for when the hammer is needed. -[X] [Origin] Vostroyan. The sins of the father are also that of the child, so deeply has the guilt lingered in their people's memories. Thus are the Firstborn obliged to go to war to purge the dishonor of their ancestors. Regimetnal Doctrine: Heirloom Weapons.
[X] [Type] Mixed. Scouts lead the way, followed by armor to engage in opponents. In their wake comes the infantry, ready to storm the remaining strongholds and clear what remains.
[X] [Origin] Krieg. A once-productive world now reduced to nuclear waste because of a singular betrayal so great, it lingers in memory. A guilt born of a failed duty can only be washed away by blood. Regimental Doctrine: Cult of Sacrifice.
With the fall of Cadia, the Eye of Terror was freed to unleash its hateful and warping energies for the briefest of moments. That single moment was enough to unleash the Cicatrix Maledictum upon reality at large, a series of warp storms that all but split the galaxy in two. The Great Rift, as it is more commonly referred to, threw a millennia of labor into question when the worlds of the Imperium found themselves almost isolated from one another. Even after the flames of the 13th Black Crusade cooled, this legacy of chaotic disruption lingers still.
The sudden disruption of operations due to the Great Rift were almost immediately felt, almost every single Imperial battlegroup finding themselves cut from commands from Holy Terra. The enemies of humanity did not hesitate for a single moment, pouncing now to take advantage of mankind more than ever to finish the job. Yet now, even when all seemed lost, was hope ever forsaken.
So even whilst alone and blind, they fought. Armies and battlegroups across the Imperium never faltering, moving to do what they can to link up and establish a degree of effectiveness. Perhaps direct orders from the High Lords had been drowned or lost in the warp storms that wracked the galaxy, but that was fine. Each of them didn't need to know what grand strategy the Imperium was fermenting, what sacrifices would be asked in service of a greater goal. All of that didn't matter.
All that mattered now was to survive, and to defend light wherever there so was.
Battlegroup Prisilon was one such group, arriving to Segmentum Tempestus just as the Cicatrix Maledictum was unleashed. Whatever grand objective or goal that was to be assigned to the Lord Commander in charge never arrived, only reports of panic and confusion from worlds in the local sector. Faced with the immediate danger, the Lord Commander declared to his armies the intent to first focus on what was here and now, instead of whatever was planned by the disconnected councilors from Holy Terra. This was, in the most generous of considerations, insubordination. At the very worst, it was the start of heresy.
Yet to stand idly by while dark forces ravaged innocents was unacceptable. So did Battlegroup Prisilon, underequipped and unprepared, march bravely out. Intense campaigns soon followed, one after another, liberating or defending worlds from what dangers ailed them so. Their passage through the sector did not go unnoticed, their actions speaking for themselves. It drew attention from other Imperial armies, many of whom were similarly stranded and without direction due to the Great Rift. Those who still had spirit and determination to fight hurried to join with the Battlegroups, eagerly welcomed as much needed reinforcements against the numerous and endless enemies of the sector.
Among those reinforcements was Army Group Oster-1, a collection of Imperial Guard regiments that had the misfortune of having their transports caught in the warp storms that split the galaxy. Much was lost and those who managed to survive by emergency exit into realspace found themselves unfortunately far from their original destination. They wandered about, fighting odd battle here and there, until they learned of the actions of Battlegroup Prisilon and found a way to link up with them. Now, properly integrated back into a command structure, they are being rotated to the Otra system for temporary basing and resupply.
Of course, nothing was ever that easy. Astropathic communication indicated rumblings of a minor rebellion underway on the world of Otra Prime. But if the reports about its size were to be believed, it was nothing that the regiments couldn't handle with support from the local PDF. So did their vessels exit from the Warp and into the system, burning straight for Otra Prime, with you onboard serving in one of the regiments that made up Oster-1.
Choose a regiment from the following list.
[ ] 99th Scintilla Grenadiers, "Vaulters"
The world of Scintillia is one of highborn nobility, where aristocracy was a community in itself in the highest spires of their hives. But not all are satisfied with life, especially if they were to realize that they could inherit nothing when the head passes. So they strike out and take their chances to earn glory in service with the Imperial Guard, pushing themselves to train seriously to come back alive. A few even go so far as to empty out personal vaults to finance the finest of arms to serve with, hence the name given to those "Vaulters."
[ ] 407th Armageddon Steel Legion "Tread Knights"
Armageddon is a world that is no stranger to grand conflict of earthshaking scale, having been the site of many wars. Yet still do its hives churn out iron and steel, manufacturing equipment for its regiments to serve in the Imperial Guard. The vast majority of these tend to be vehicles that every soldier is trained in operating and maintaining, a long-standing culture of armored warfare giving birth to these "Tread Knights."
[ ] 59th Moebian Regiment "Penitents"
There are whispers of dark occurrences in Atoma Prime, of a foul outbreak that has sullied the planet's one immaculate record. There is even more gossip that it has drawn the eye of the Inquisition, resulting in a thorough investigation. The truth is not so easily shaken from those assorted who were quietly cleared of guilt and offered a chance to serve the Imperium through the Imperial Guard as "Penitents."
- These are the top three from the last vote, and pretty much are distinct in their own way. You could count the Atoma Prime option as two entries so I just merged them into one to see if people are committed still, or if the other ones sound good as well.
- Please pick between these three. Whoever wins is the chosen unit, and the other two will be accompanying allied units.
- These are just brief backgrounds, I'll probably do a detailed write-up of the winner to match the vibe of whatever commander ya'll decide to go with.
Back by Forty was a troop transport ship normally rated to carry at least five regiments of the Imperial Guard, usually more depending on actual size or practical need. She now carried only about three regiments' worth of soldiers and vehicles, not out of luxury but out of circumstance. The Adeptus Munitorum would likely bemoan and whine about such inefficiencies, but their complaints conveniently could hardly reach the Lord Commander of Battlegroup Prisilon in these troubled times. Perhaps one day, they would face punishment and accusation of wasting valuable time and resources.
It didn't matter either way to those who were actually onboard Back by Forty right now. They took advantage of the ship's troop bays being half empty to spread out and stretch their legs however they could. The 59th Moebian excused this with the pretense of training exercises, the officers running groups of soldiers through intense physical training everyday. This rather amusingly included the Ogryn auxilla, who to their credit went through the motions with bemused obedience.
Meanwhile, the 407th Steel Legion wasted no time in immediately rolling out their vehicles from storage and setting up workshops to work on them. A dizzying array of various Imperial vehicles was neatly lined up row by row in the open troop bay space, with soldiers from Armageddon all over them with various tools. There were dashes of red here and there from the unit's Enginseers strolling between the working mechanics, swinging incense and chanting rites of maintenance to soothe these resting machine spirits. Soon, time would tell if these physical and spiritual efforts would pay off.
While these two regiments of the Astra Militarum busied themselves with ways to better themselves, the soldiers of 99th Scintillia Grenadiers watched.
Then they popped open a bottle of wine and began drinking. Well, no, that was a lie.
They first asked a servant to open and pour the wine out for them.
Said servant did so with experienced ease, measuring out just the right amount in the two goblets. Then the tarnished silver tray was lowered for the benefit of the waiting aristocrats who each took one. There was a wordless toast shared between them before each Vaulter sipped at the watered-down spirit, their faces contorting briefly at the strongly diluted taste.
Yet the essence of wine was still there, and so it met their 'standards.' "An appropriate vintage," said the male Guardsman and nodded to the waiting servant. "It is satisfactory. You may leave."
"Ah, but not yet," the female soldier insisted, holding up a hand to forestall their departure. The servant nervously swallowed but held there while the powdered woman reached for her rucksack beneath her chair. After a few moments, she withdrew a slip and presented it to the servant. "Consider this generosity in lieu of gratuity. That is all."
The servant hesitatingly accepted the paper and bowed stiffly to the two Guardsmen before leaving. They passed several other soldiers of the 99th who were indulging in their own courtly activities, from idly reading the Imperial Infantryman's Uplifting Primer to lightly debating the philosophical lessons found in the preached Lectito Divinatus. Some were even engaged in scandalous games of card or chance, the sort of which would normally be ruining gossip back home in Scintillia. Yet the only ruination came now was to the losers, forced to shove Thrones into the face of grinning winners.
The sight of the coin gave the servant pause, wondering what then they had been given. A peek at the slip clutched in their hand revealed it to be a voucher of sorts, for some other service being provided among the numerous camp followers. With a slight jolt, they realized it was for a gunsmith, perhaps one that was directly employed by the woman who had given them so! Immediately the tales of the regiment's artisan weapons worth fortunes came to mind and the servant redoubled their passage out of the improvised salon that once was a mess hall.
Once they had left, the male Vaulter turned to the other and gave a curious tilt of the head. "I was not aware you possessed such a talented individual in your care."
"I hadn't last week. Then I inherited one when the Gellar Field flickered and poor Patrick went mad." She sighed and raised her goblet of diluted wine in memory of a comrade. "He was given the Emperor's Mercy, and his estate distributed so."
"I see. A loss, as I recall him to be one of the few survivors of the Fourth Battalion."
"The thought is appreciated," said she. "But he survived because he was a coward and barely escaped execution. His family was connected to the colonel's, so he was able to weasel his way out."
Now his nose wrinkled, and it had nothing to do with the diluted wine he sipped at. "How disgraceful. Good blood is wasted on those without the dignity and courage to carry it out so."
"All the while, said dignity and courage can be found in those of low standing." She gestured subtly to a group of guardsmen closer to the edge of the salon, looking quite uncomfortable by the activities of court. "There, those are the newest who have been elevated so. Former servants and bastards, now standing shoulder and shoulder with us in the name of the Throne."
"Blessed be," he instinctively commented and studied them."Hm, it will not do. It will not do indeed upon our triumphant return home to have comrades demonstrate such improper behavior."
The question of if they would ever return home was never brought up. They simply did not worry about it so, as the lady hummed. "Indeed. We must rectify the situation fore we armed are disgraced so."
"Do be gentle. I find that helps for inducting them in the ways of their new station."
Neither was the idea of getting rid of able and proven soldiers even discussed within the regiment, even with those who rose up to replace those lost. Perhaps in some other highborn unit like the Royal Volpone, such welcoming of the lowborn would be seen with a degree of horror or disgust. Even among their own such as those honored Fusiliers, there likely would be some disdain and censure for the act.
But for the Grenadiers, for the Vaulters, for those who had served in Army Group Oster-1, this was simply just how they were now. Nothing could be turned away in the dark of these uncertain times, even if it came from those not of distinguished blood. So let others judge their acceptance and generosity in the guise of noblesse oblige.
99th Scintillia, Fifth Battalion had survived so far doing so, and it will continue doing so with their newly instated leader for it so. Even if they were only a battalion in name now.
You will lead Fifth Battalion. Choose a HQ unit troop that best represents you.
-[ ] [HQ] A Commissioned Major
You were born one of many noble children in Scintillia. When you were of age, you swiftly realized that you were to inherit nothing and decided to earn glory elsewhere. Your parents encouraged this and had you trained under the finest tutors available, imparting to you much on tactical wisdom and leadership. It was enough to give you a strong background that saw you climb the ranks of the Vaulters swiftly, finally culminating in your first independent command with Fifth Battalion.
You are a talented officer that excels in supporting your unit. But will battle be so kind to you when the moment comes?
-[ ] [HQ] A Promoted First Sergeant
You were born a bastard child of one of the nobles on Scintillia. They reluctantly took you in and raised you to join the Imperial Guard as part of their house's duty. You enlisted with blessings and were bestowed great arms and armor, both of which served you well in surviving when others fall. Such survival though means swiftly ascending the ranks, resulting in the shock of you taking command of Fifth Battalion.
You are a focused and well-equipped officer that can fight. Yet the expectations of the rank do weigh upon you.
-[ ] [HQ] An Upstart Commandant
You were born a child close to the inheritance of your noble house, and was raised with the preparation that you could be next. But you rebelled at the boring lessons taught and focused on seeking your own freedom, dreaming of escaping the spires of Scintillia. The opportunity came with the Imperial Guard and you stole funds from the family vault to purchase the dream of running wild. Now you ride into battle on your steed along others, a daring maverick in command of Fifth Battalion.
You are a cavalry officer that is capable of much. But you do not possess gifts in any.
-[ ] [HQ] A Requested Commissar-Captain
You were an orphan taken to the Scholar Progenium to become a member of Officio Prefectus. You earned your sash and was appointed to serve alongside the 99th Scintillia among others, only for the Cicatrix Maledictum to strike. Your superiors perished and you found yourself elevated to the rank of Commissar-Captain to handle affairs so. The shortage of capable officers has since led you to being asked to take command of Fifth Battalion, an unusual but necessary arrangement until more talented individuals can hopefully take over.
You are a dashing figure that fights passionately. But you are unknown and untrusted by your command.
You have something that marks you for leadership. Choose a Warlord trait.
-[ ] [Trait] Old Grudge. You have particular hatred for certain foes when you take the field.
-[ ] [Trait] Implacable Determination. When you march, others join you so.
- Yeah, you didn't roll the amazing warlord traits this time. But they can still be good in the right situation, given that you do have a pretty insane Regimental Doctrine. Your lasguns are bloody terrifying.
- Characters will be attached to appropriate bodyguard squads. Most of these will just be veterans unless you pick Commandant to get escort riders. Just so we don't go mad with the independent character micro of 8e.
- You can improve your warlord over time, and each do have different possibilities. Go with what you'd like to see leading the unit.
99th Scintillia Grenadiers, Fifth Battalion Elite Infantry Regiment of the Astra Militarum CO: Major Gwendolyn Starcrest XO: ??? NCOs: ???
Total Command Points: 4
3 (Base) +1 (Core Units) = 4
Core Units (Vanguard Detachment +1 CP)
Command Squad Nero: Major Gwendolyn Starcrest + 4 Command Escorts
Traits:
- Implacable Determination (This unit and one other in 6" may advance a full 6" instead of rolling.) - Inspirational Leadership (Friendly Vaulter units within 6" of this unit may reroll hit rolls of 1 when Fighting.) - Keen Eye (This character may target other CHARACTERS with ranged attacks.)
Basic rundown of stuff if you don't know how to read Warhammer stats:
Movement (M): Basically how far the unit moves regularly. Does not include stuff like Advancing (making a bonus move) or Charging (getting stuck into melee). Weapon Skill (WS): How skilled the unit is in melee combat. Has to roll above this result to hit, 2+ is the lowest it'll go. Ballistic Skill (BS): How good the unit is at shooting. Same thing as WS rules, just now with shooting.
Strength (S): How strong the unit is on its own. Important to note that this can change when using weapons. Higher is better. Toughness (T): How durable this unit is to withstanding attacks. Higher is better chance of shrugging off hits.
Wounds (W): How many times this unit can take injuries before being downed in battle. Don't run out. Attacks (A): How often this unit can attack in melee. Higher is better. Leadership (Ld): How well this unit's morale normally is. Higher is better to keep folks from deserting.
Save (Sv): How good this unit's armor is to avoid getting wounded. It has to roll higher than this number to avoid taking a wound, so lower is better with 2+ being the best. This one gets modified by AP. Invulnerable (Inv): Some units have an alternative ability to ignore wounds if their armor gets shredded for one reason or another.
Range (Rng): How far this weapon can attack away from. Type (Type): What category of attack this weapon falls under, if any, and how many attacks it gets to make with it. Armor Penetration (AP): How good this weapon is at penetrating through armor. Negatives is better, it applies to the target's saving throws. Damage (D): How much damage a single attack from this unit can inflict if successful.
Scheduled vote count started by Celeshiro on Oct 12, 2024 at 1:29 AM, finished with 10 posts and 8 votes.
[X] Plan: Her Ladyship
-[X] [HQ] A Commissioned Major
-[X] [Trait] Implacable Determination. When you march, others join you so.
-[X] [Title] "Ma'am."
-[X] [Name] Lady Gwendolyn Starcrest
[X] Plan: Who Wants to Live Forever?
-[X] [HQ] A Promoted First Sergeant
-[X] [Trait] Old Grudge. You have particular hatred for certain foes when you take the field.
-[X] [Title] "(Rank)"
-[X] [Name] Juan "Johnny" Rico
[X] Plan: Sergeant Rock
-[X] [HQ] A Promoted First Sergeant
-[X] [Trait] Implacable Determination. When you march, others join you so.
-[X] [Title] "Sir."
-[X] [Name] Richart Langre
[X] Plan: Deepstrike Doctrine
-[X] [HQ] An Upstart Commandant
-[X] [Trait] Old Grudge. You have particular hatred for certain foes when you take the field.
-[X] [Title] "(Rank)"
-[X] [Name] Ernest Lilian Mikael Roch Abasolo-Bourreau