Imperial Guard Regiment Commander Creation Tables
This table can be used to create an Imperial Guard Regiment Commander, or Officer. Use alongside the Imperial Guard Regiment Creation Tables to create a fully functional and staffed regiment.
Use your best judgement! Reminder to not let bad rolls get in the way of a good story. If it doesn't fit, reroll or choose one that does.
Gender[edit]
Sex/Gender (d100) | |
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01-75 | Male |
76-100 | Female |
The Imperium is fairly egalitarian in such matters, but most planets prefer to send off excess men to the guard as women do have that little pregnancy problem. Officers are more balanced than enlisted in this regard, but a male majority is still noticeable.
Age[edit]
Age (d100) | |
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1-20 | Youthful (20-30): Eager Newcomer: The commander is relatively young and enthusiastic, having risen through the ranks quickly, and they bring a fresh perspective to their regiment's leadership. Becoming a Regiment CO at this age is a big deal, and even a lesser staff position is a fairly good career indicator for being achieved at this junction. |
21-50 | Middle-Aged: (30-50) The commander is in the prime of their career, balancing the vigour of youth with strategic acumen, making them a respected leader among their peers. They are still learning, and have yet to leave a mark. This is the expected age of a senior field officer or a senior NCO in the Guard. |
51-70 | Grizzled Veteran: (50-60)The commander is a rare and venerable figure, having served in the Imperial Guard for almost all their life, accumulating a wealth of experience and wisdom. This is the point most officers and lifer NCOs who survive begin considering retirement (assuming life extension isn't on the line) if they aren't seeking a promotion to flag rank or a commission respectively. If a colonel makes the lofty jump to generalship, their career is merely beginning. |
71-80 | Ageless Enigma: (Unknown) The commander's true age is a closely guarded secret, and they appear to have aged very little over the years, prompting rumours and speculation about their origins. |
81-90 | Preserved in Stasis: (Roll again to determine true age, and reroll if you roll this again) They were preserved in stasis for a considerable period, emerging into a radically changed Imperium, where their knowledge of a bygone era remains a valuable asset. |
91-100 | Technological Longevity:(Unknown) Whether by necessity from past injury, or from want, they have undergone extensive cybernetic (or other) enhancements to extend their lifespan, making them a living testament to the fusion of man and machine (or the optimization of man). Fairly standard for generals who begin considering literal centuries long political rivalries and jockeying for greater heights, possibly even becoming the Lord Commander Militant one day. |
Rank[edit]
Rank (d100) | |
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01-85 | Colonel: The commander holds the prestigious rank of Colonel, signifying their command over the entire regiment and their responsibility for strategic decision-making. |
86-95 | Captain: The commander is a Captain. Their higher ups have likely recently fallen in battle, or been incapacitated, and they are expected to step up. |
96-97 | Lieutenant: The Commander is a Lieutenant. Something bad has happened recently if a Lieutenant is the highest ranking member of an entire regiment. |
98-99 | Sergeant: The Commander is a Sergeant of some kind. Something VERY bad has happened recently if a Sergeant is the highest ranking member of an entire regiment. |
100 | Other: The Commander is either a Corporal or below, a General or above, or a Commissar who took over that judged the previous commander to be incompetent. |
Personality[edit]
Personality (d100) | |
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01-10 | Eccentric Inventor: They have a knack for inventing bizarre and unorthodox contraptions, often using scavenged or unconventional materials. Their eccentricity shines in their unending pursuit of the next ground-breaking invention. |
11-20 | Fatalistic Outlook: They possess a fatalistic perspective, convinced that death is inevitable. This outlook can make them fearless in the face of danger, but it also leads to a sense of detachment. |
21-30 | Cynical Sceptic: They habitually challenge orders and official dogma, driven by a cynical scepticism about the motives of higher-ranking officials and institutions. |
31-40 | Eager Historian: They are a walking repository of Imperial history and lore, often recounting tales of past heroes and battles with great enthusiasm. |
41-50 | Meticulous Strategist: They are known for their meticulous attention to detail and elaborate tactical planning, often preparing for multiple contingencies in every mission. |
51-60 | Unbreakable Stoic: They maintain an unshakable stoic demeanour, rarely displaying emotions even in the most dire circumstances. Their emotional control can be both a source of strength and isolation. |
61-70 | Independent Operator: They prefer to operate alone or in small, self-reliant teams, viewing teamwork as a potential liability and believing they can accomplish objectives more effectively on their own. |
71-80 | Religious Zealot: They are unwavering in their faith in the Emperor, often invoking religious proverbs and blessings before battle. Their faith drives them to heroic feats and zealous fervour. |
81-90 | Gallows Humour: They cope with the horrors of war through dark and often morbid humour. Their ability to find levity in bleak situations can be both disconcerting and comforting to their comrades. |
91-100 | Obsessive Collector: They have a compulsion to collect trophies from fallen foes, from enemy insignia to gruesome souvenirs. Their obsession with collecting serves as a macabre testament to their exploits. |
Moral Compass[edit]
Moral Compass (d100) | |
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01-25 | Amoral Pragmatist: They operate without a clear moral code, making decisions solely based on self-interest or expediency. Their actions are guided by what they believe will ensure their survival and the success of their mission, regardless of ethical considerations. |
26-50 | Utilitarian Approach: They prioritise the greater good above all else and are willing to make morally difficult decisions if it means achieving a strategic or tactical advantage for the Imperium. |
51-75 | Religious Zealotry: Their moral compass is driven by unwavering religious fervour. They see every battle as a holy crusade, and their actions are guided by the tenets of their faith, even if it means taking extreme measures. |
76-100 | Protection: Their unwavering priority is the safety and well-being of their fellow soldiers, going to great lengths to ensure the survival and welfare of their comrades, even if it means taking significant risks, personal or otherwise. |
Leadership Style[edit]
Leadership Style (d100) | |
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01-10 | Frontline Commander: They lead from the frontlines, charging into battle alongside their soldiers, inspiring courage through their personal bravery. |
11-20 | Tactical Brilliance: They excel in strategic planning and often adopt a cautious and methodical approach, minimising risks and maximising the effectiveness of their troops. |
21-30 | Inspirational Speeches: They have a gift for delivering rousing speeches that uplift the spirits of their troops and ignite their passion for the Emperor. |
31-40 | Authoritarian Rule: They rule with an iron fist, enforcing strict discipline and expecting unwavering obedience from their soldiers. Disobedience is met with harsh consequences. |
41-50 | Council Leadership: They lead through consensus, involving their officers and troops in decision-making processes, valuing the collective wisdom of the regiment. |
51-60 | Flexibility and Adaptation: They adapt their leadership style to suit the specific needs of each mission, whether it requires a strategic planner, a morale booster, or a ruthless enforcer. |
61-70 | Nurturing Leadership: They take on a mentorship role, guiding and developing the skills of their subordinates, with a focus on long-term growth. |
71-80 | Lazy Commander: They let their junior officers run the regiment, preferring not to do it themselves. |
81-90 | Embracing the Odds: They have a realistic and pragmatic approach, accepting that sacrifices and difficult choices are often necessary. |
91-100 | Emperor's Emissary: They lead with unwavering religious fervour, incorporating prayer and faith into every aspect of their leadership, believing their actions are divine will. |
Personal Combat Experience[edit]
Personal Combat Experience (d100) | |
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1-10 | Untrained Combatant: The commander has no formal combat training, lacking skills or experience in physical warfare, making their initial battles a daunting challenge. |
11-30 | Novice Combatant: The commander has limited combat exposure, having engaged in only a few physical confrontations, but they are still refining their combat skills. |
31-70 | Skilled Combatant: The commander possesses moderate combat proficiency, having faced physical combat scenarios and acquired fundamental combat skills. |
71-90 | Experienced Combat Veteran: The commander is a seasoned combatant, having endured numerous physical battles, honing their skills through practical experience. |
91-99 | Seasoned Warrior: The commander boasts extensive physical combat experience, having participated in multiple skirmishes and conflicts, showcasing their martial expertise. |
100 | Legendary Combat Master: The commander is a legendary figure in physical combat, renowned for their unmatched prowess on the battlefield, and their name is synonymous with martial excellence. |
Quirks and Habits[edit]
Quirks and Habits (d100) Roll twice, then one d4 on each on the rolled tabs below. | |
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01-9 | Battlefield Superstitions (roll once on the tab below) |
10-18 | Unusual Tastes (roll once on the tab below) |
19-27 | Unique Combat Quirks (roll once on the tab below) |
28-36 | Hygiene or Grooming (roll once on the tab below) |
37-45 | Communication Habits (roll once on the tab below) |
46-54 | Animal Companions (roll once on the tab below) |
55-63 | Nervous Habits (roll once on the tab below) |
64-72 | Gambling and Wagering (roll once on the tab below) |
73-81 | Voice Modulation (roll once on the tab below) |
82-90 | Tech Obsession (roll once on the tab below) |
91-99 | Eating Habits (roll once on the tab below) |
100 | Extra Quirky (roll once on the tab below) |
Battlefield Superstitions[edit]
Battlefield Superstitions
- Lucky Charm
The character carries a lucky charm or trinket they believe brings them fortune on the battlefield.
- Pre-Battle Rituals
They have specific pre-battle rituals, such as reciting prayers, checking their gear meticulously, writing, drawing, or speaking to someone specific for luck.
- Avoiding Certain Colours
They refuse to wear or use items of a particular colour they consider unlucky. This also applies to the regiment.
- Omen Interpretation
They believe in interpreting omens and signs as guidance in battle. Whether it's the behaviour of local wildlife or the patterns of the clouds, they meticulously analyse these signs for hidden meanings and adjust their actions accordingly.
Unusual Tastes[edit]
Unusual Tastes
- Obscure Leisure Activities
The commander has a fondness for obscure leisure activities, whether it's collecting vintage holographs, participating in archaic sports, engaging in forgotten board games, or collecting, painting, and playing with small models, providing moments of respite from the rigors of warfare.
- Unique Beverage Choices
They prefer a particular drink, whether it's a potent local brew or an oddly flavoured ration, and always carry some with them.
- Collection Obsession
They collect unusual items or souvenirs from each battlefield, creating a bizarre collection of war artefacts.
- Eccentric Wardrobe
The commander has a penchant for wearing unusual or flamboyant clothing, often adorned with peculiar accessories, making them stand out.
Unique Combat Quirks[edit]
Unique Combat Quirks
- Unconventional Weaponry
They favour an unconventional weapon, such as a rare style heirloom, custom melee weapon, or custom made firearm.
- Unconventional Armour
They have replaced most of their armour with either battle trophies of slain enemies, or a unique set of custom armour.
- Combat Chants
They engage in unique combat chants or battle cries that are both intimidating and inspirational.
- Trophy Display
They display trophies of vanquished foes, which can include tattoos, scalps, even body parts.
Hygiene or Grooming Quirks[edit]
Hygiene or Grooming Quirks
- Obsessive Cleanliness
They maintain strict hygiene routines even in the filthiest of warzones.
- Wild Facial Hair
They sport an elaborate or eccentric facial hairstyle or beard that stands out.
- Tattoos or Body Paint
They have intricate tattoos or body paint with personal meaning, visible when not in full armour.
- Effortless Maintenance
The commander adopts a minimalist approach to grooming, often appearing dishevelled or unkempt despite their rank.
Communication Habits[edit]
Communication Habits
- Cryptic Speech
They often speak in riddles or cryptic phrases, making it challenging for others to understand their intentions.
- Whispering Prayers
They mutter prayers or mantras under their breath during combat, believing it offers protection.
- Battlefield Nicknames
They give humorous or bizarre nicknames to fellow soldiers, often at inopportune times.
- Uncontrollable Variation
They either shout everything, or whisper everything, there is no middle ground.
Animal Companions[edit]
Animal Companions
- Combat Pet
They have a loyal animal companion, such as a cyber-mastiff, hawk, or feral beast, which assists them in various ways during battles.
- Animal Whispers
They claim to have a unique connection with local fauna, often seeking their guidance or interpreting their behaviour.
- Exotic Menagerie
Instead of just one loyal companion, they have gathered an exotic menagerie of alien creatures or rare specimens. These creatures may serve various roles, from scouts to morale boosters, but their presence can sometimes raise eyebrows among their fellow soldiers.
- Mechanical Menagerie
Instead of living creatures, the commander's "animal" companions are a collection of customised combat robots or servitors, each with unique functions and capabilities that aid the them.
Nervous Habits[edit]
Nervous Habits
- Chain-Smoking
They constantly smoke lho-sticks or equivalent, using them as a way to manage stress.
- Pacing
They have a habit of pacing back and forth when deep in thought or anxious.
- Counting Rounds
They compulsively count ammunition rounds, even in the heat of battle.
- Trigger-Finger Twitch
They have a habit of tapping their trigger finger against their weapon's trigger guard. Either through anxiety or battle lust. May lead to accidents.
Gambling and Wagering[edit]
Gambling and Wagering
- Incredibly Good Luck
They seem to have an uncanny ability to win most of their wagers and games of chance.
- Incredibly Bad Luck
They are known for their consistent bad luck, often losing bets and games even when the odds seem in their favour.
- Good Sport
Win or lose, they're always gracious. Often sharing their winnings, or congratulating the winner.
- Bad Sport
They're a sore loser. Any win is celebrated obnoxiously. Any loss is met with a furious outburst.
Voice Modulation[edit]
Voice Modulation
- Imitation Artist
They have an uncanny ability to mimic voices and accents, sometimes using this skill for disguise or infiltration.
- Whispers in Battle
During combat, they whisper to themselves or their squadmates, offering encouragement, tactical advice, or even eerie chants that unsettle enemies.
- Musical Aptitude
They have a natural talent for music and can play various instruments or sing. They often use this skill to boost morale during downtime or as a form of relaxation amidst the chaos of war. This can include anything from bagpipes to the cello.
- Multilingual Proficiency
They are a polyglot, fluent in multiple languages. Possibly including dialects spoken by xenos or heretical cults.
Tech Obsession[edit]
Tech Obsession
- Gadget Aficionado
They collect and modify gadgets, no matter how obscure or impractical, always carrying a variety of unique and seemingly useless tech with them.
- Tech Prayers
Before operating or repairing any technology, they perform a series of intricate hand gestures and vocalised prayers, believing it ensures the machine's cooperation.
- Distrust of Machine Spirits
They possess a deep distrust of machine spirits and technology, often insisting on manually operating or repairing machinery, even when automated systems are available. This can lead to conflicts with more tech-savvy comrades.
- Experimental Innovator
They have a passion for experimenting with new technologies, often inventing and building their own devices, from jury-rigged weapons to unconventional gadgets. Their inventiveness can sometimes lead to remarkable breakthroughs or unexpected consequences.
Eating Habits[edit]
Eating Habits
- Ration Connoisseur
They take their rations very seriously, critiquing the taste and texture of every meal. They even trade for specific rations they prefer.
- Ration? Connoisseur
They have a strange preference for consuming the least appetising or most unpalatable rations and meals available. They may actively seek out the least desirable food options, finding comfort or satisfaction in enduring the worst the regiment has to offer.
- Always Hungry
They seem to have an insatiable appetite, snacking constantly, even during combat lulls, and often carrying a variety of snacks on their person.
- Never Hungry
They exhibit an unusual trait of rarely feeling hungry, often needing reminders to eat. This can be a source of concern for their comrades, who wonder how they maintain their stamina.
Quirky[edit]
Quirky
- Somewhat Quirky
The Commander is somewhat quirky, roll 2 more times on the Quirks and Habits Table. Disregard this roll if rolled again.
- Moderately Quirky
The Commander is moderately quirky, roll 3 more times on the Quirks and Habits Table. Disregard this roll if rolled again.
- Very Quirky
The Commander is very quirky, roll 4 more times on the Quirks and Habits Table. Disregard this roll if rolled again.
- Extremely Quirky
The Commander is extremely quirky, roll 5 more times on the Quirks and Habits Table. Disregard this roll if rolled again.
Motivation[edit]
Motivation (d100) | |
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01-10 | Personal Vendetta: The character is driven by a burning desire for revenge against a specific enemy, whether it's a particular heretic, xenos warlord, or traitorous individual. They'll stop at nothing to settle the score. |
11-20 | Redemption Seeker: They carry the burden of past mistakes or failures and seek to redeem themselves through heroic acts and unwavering loyalty to the Emperor. They view every battle as a chance for redemption. |
21-30 | Seeking Answers: The character's past is shrouded in mystery or tragedy. They are motivated by a relentless quest for answers, whether it's uncovering hidden truths about their heritage or understanding enigmatic prophecies. |
31-40 | Legacy Builder: They hail from a proud lineage or family tradition of Imperial Guard service and are determined to uphold their family's legacy. Their motivation is to add to the storied history of their bloodline through valour and sacrifice. |
41-50 | Guardian of the Lost: The commander's motivation stems from a deep sense of responsibility to protect and guide those who are lost or in need, acting as a guardian and mentor to younger soldiers. |
51-60 | Survivor's Duty: Having endured unimaginable hardships and narrowly escaped death on multiple occasions, the commander is motivated by a survivor's guilt, feeling compelled to make every life they saved count. |
61-70 | Emperor's Will: They believe that they are an instrument of the Emperor's divine will and are driven to carry out His grand design, even if it means making personal sacrifices for the greater good. |
71-80 | Environmental Steward: The commander's motivation is rooted in a strong sense of environmental stewardship, aiming to safeguard the natural world from the ravages of war and industry wherever possible. |
81-90 | Cultural Preservationist: They are determined to preserve the cultures and traditions of the Imperium's diverse worlds, viewing each mission as an opportunity to safeguard heritage and history. |
91-100 | Guardian of Innocence: The commander's driving force is to shield the innocent and vulnerable from the horrors of war, often putting themselves in harm's way to ensure their safety. |
Leadership Challenges[edit]
Leadership Challenges (d100) | |
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01-10 | Feuds with Sister Regiments: The regiment has a bitter rivalry with another Imperial Guard regiment. |
11-20 | No Reinforcements: The regiment has been cut off from receiving new troops or supplies, forcing them to make do with dwindling resources and personnel. |
21-30 | Civilian Tensions: The regiment is/was stationed in a civilian-populated area where tensions between the locals and the Imperial Guard are high. |
31-40 | Heretical Influence: Suspicions arise that heretical beliefs or chaos cults have infiltrated the ranks of the regiment, leading to internal strife and the need for purges and investigations. |
41-50 | Soldier Disobedience: A recent wave of insubordination spread through the ranks, with some quietly defying orders or refusing to follow commands. |
51-60 | Officer Casualties: A series of officer casualties has left the regiment with a weakened and fragmented command structure. |
61-70 | Supplies Stolen: Vital supplies and equipment are going missing, likely stolen by enemy infiltrators or internal thieves. |
71-80 | Allied Abhumans: The regiment relies on mutant auxiliaries for support. Likely Squats, Ogryns or (other). Recent events bring their loyalty into question. |
81-90 | Religious Doubt: The regiment's soldiers are plagued by doubt and questions about their faith in the Emperor. |
91-100 | Intel Blindness: The regiment faces situations where they lack critical intelligence about enemy forces or objectives, forcing them to make high-stakes decisions with limited information. |
Regimental Loyalty[edit]
Regiment Loyalty to the Commander (d100) | |
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01-10 | Bordering on Heresy: The regiment's loyalty to the Commander is tenuous at best, and they may only follow orders when it directly benefits their self-interest or survival. |
11-30 | Cynical Compliance: The regiment is loyal to the Commander but holds a degree of scepticism or cynicism toward their leadership and policies, complying with orders while silently questioning their purpose. |
31-50 | Loyalty to Comrades: The regiment's primary loyalty lies with their fellow soldiers, valuing the bonds formed within the regiment more than blind devotion to the Commander. |
51-80 | Loyalty for Survival: The regiment's loyalty is primarily driven by a pragmatic desire for survival. They recognise the necessity of the Commander's protection and act accordingly. |
81-100 | Fanatical Loyalty: The regiment's loyalty to the Commander is unwavering, and they zealously follow orders without question, seeing their service as the highest form of devotion. |
Regimental Rivalry[edit]
Regimental Rivalry (d100) | |
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01-25 | Supply Scuffles: The rivalry stems from ongoing conflict over resources, such as weaponry, ammunition, medical supplies, or transport vehicles. Sometimes even recruits. These disputes can be in good nature, or spiteful. |
26-50 | Commander Feud: The commanding officers of the two rival regiments have a long-standing personal rivalry, and their enmity has trickled down to the soldiers, creating tension and competition. |
51-75 | Competitive Training: The regiments engage in regular competitive training exercises, from marksmanship contests to mock battles. |
76-100 | Feats of Valour: The rivalry revolves around which regiment can achieve the most heroic deeds in battle. Both regiments constantly seek to outdo each other in acts of bravery and sacrifice to earn recognition. |
Allies and Enemies[edit]
These are the Allies, Human Enemies or Rivals, and Xenos Enemies of the Commander.
For the "Human Rival Faction of the Commander" section, use your own discretion. They likely aren't outright hostile to the Commander or their Regiment, but some forces within those factions wish for the Commander to fail.
If it doesn't make sense for the Commander, reroll, or skip this section.
Allies of the Commander[edit]
Allies of the Commander (d100) | |
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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) |
94-97 | Rogue Trader Dynasty |
98 | Adeptus Custodes |
99 | Schola Progenium |
100 | League of Blackships |
Human Rivals of the Commander[edit]
Human Rivals of the Commander (d100) | |
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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) |
94-97 | Rogue Trader Dynasty |
98 | Adeptus Custodes |
99 | Schola Progenium |
100 | League of Blackships |
Xenos Enemies of the Commander[edit]
Xenos Enemies of the Commander (d100) | |
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1-10 | Roll on the "Allies of the Commander" table. If this is rolled, they are true enemies with the commander, and are openly hostile to them. |
11-20 | Orks |
21-30 | Eldar |
31-40 | Tyranids |
41-50 | Chaos Space Marines |
51-55 | Daemon Prince/Daemon/other specific disciple of Chaos |
56-60 | Specific Chaos-aligned group. |
61-70 | Dark Eldar |
71-80 | Tau |
81-90 | Necrons |
91-100 | Other Xenos: See here for inspiration. Alternatively, see below. |
Minor Xenos Enemies[edit]
Only roll here if you rolled "Other Xenos" on the above table, or if you want extra fluff.
Minor Xenos Species/Empires(1d100) | |
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1-10 | Roll twice. |
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) |
Extra Fluff[edit]
None of these rolls are required, but are available for those that wish to add further detail to the Commander and their retinue.
Trusted Advisor[edit]
Trusted Advisor (d100) | |
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01-5 | Loyal Commissar: A Commissar serves as the commander's right-hand advisor, ensuring strict discipline and loyalty among the troops. |
6-10 | Battle-Hardened Sergeant: A seasoned Sergeant provides valuable tactical insights and leadership guidance to the commander. |
11-15 | Tech-Priest Aide: A Tech-Priest offers expertise in technology, helping the commander navigate the complexities of machinery and logistics. |
16-20 | Rogue Scholar: A Rogue Scholar specialises in ancient relics and archaeology, assisting in the discovery of lost artefacts and their potential significance. |
21-25 | Abhuman Helper: An Ogryn offers his views and tactical advice to the commander. |
26-30 | Spiritual Counsellor: A Chaplain provides moral and spiritual guidance, bolstering the troops' resolve in the face of adversity. |
31-35 | Rogue Trader's Wisdom: A Rogue Trader lends their expertise in logistics, trade, and resource management to support the regiment. |
36-40 | Public Relations Expert: A Propaganda Master handles the regiment's image and morale, disseminating uplifting messages and managing public perception. |
41-45 | Field Medic Advisor: A Medicae Chief ensures the best possible medical care for the regiment, advising on combat medical protocols. |
46-50 | Veteran of a Thousand Battles: A grizzled veteran imparts their combat wisdom, devising battle strategies and tactics. |
51-55 | Cartographer Extraordinaire: A cartographer excels in mapping and understanding terrain, helping plan movements and engagements. |
56-60 | Inquisitorial Liaison: An Inquisitor's liaison provides intelligence on heretical threats and collaborates on potential purges. |
61-65 | Junior Officer: A junior officer serves as a trusted advisor, advising the Commander on matters pertaining to the regiment. |
66-70 | Cultural Liaison: A well travelled explorer offers insights into local cultures and superstitions, facilitating effective interactions. |
71-75 | Political Attaché: A political attaché advises on navigating the intricate web of political alliances within the Imperium. |
76-80 | Scouting Specialist: A reconnaissance expert aids in gathering vital intelligence and reconnaissance data. |
81-85 | Munitions Expert: A munitions expert provides guidance on weapon selection, maintenance, and strategy. |
86-90 | Cryptographer: A cryptographer deciphers encoded messages and ensures secure communications. |
91-95 | Psyker: A strange psyker offers knowledge of occult practices and rituals, and aids the commander and regiment in battle. |
96-98 | Alien Linguist: An expert in xenos languages aids in translation and communication with non-human species. |
99 | Sororitas Battle Sister: A Sister of Battle is attached to the Commander permanently, aiding him in matters both spiritual and war. |
100 | Astartes Battle Brother: A Battle Brother of a renowned chapter acts as a semi-permanent aide. |
Personal Guard[edit]
Personal Guard (d100) | |
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01-5 | No Bodyguards: the Commander either doesn't want, or doesn't think they need them. |
6-50 | Regular Guardsman: A number of regular, everyday, unspecialised Guardsmen. (Gained Automatically) |
51-55 | Psyker Bodyguards: A small number of Psykers act as the bodyguards, safeguarding against psychic threats. (May select this automatically if "Psyker" was rolled on previous table.) |
56-60 | Scout Snipers: The bodyguards are Scout Snipers, skilled in long-range marksmanship and reconnaissance. (May select this automatically if "Scouting Expert" was rolled on previous table.) |
61-65 | Heavy Weapon Specialists: The bodyguards specialise in heavy weapons, providing suppressive fire and anti-armour support. (May select this automatically if "Munitions Expert" was rolled on previous table.) |
66-70 | Skitarii Protectors: A group of Skitarii serve as the bodyguards. (May select this automatically if "Tech-Priest Aide" was rolled on previous table.) |
71-75 | Combat Engineers: Trained in field fortifications and explosives, these bodyguards ensure the commander's protection from entrenched positions. (May select this automatically if "Cartographer Extraordinaire" was rolled on previous table.) |
76-80 | Ogryn Berserkers: Unconventional but fiercely loyal, the bodyguards include Ogryn Berserkers known for their immense strength and resilience. (May select this automatically if "Abhuman Helper" was rolled on previous table.) |
81-98 | Generals Staff: The Junior Officers protect the Commander. (May select this automatically if "Junior Officer" was rolled on previous table.) |
99 | Adepta Sororitas: A squad of Adepta Sororitas offers spiritual protection and close combat prowess. (May select this automatically if "Sororitas Battle Sister" was rolled on previous table.) |
100 | Space Marine Allies: In rare cases, the bodyguards include a squad of Space Marines from a renowned chapter. (May select this automatically if "Astartes Battle Brother" was rolled on previous table.) |
Injuries[edit]
Injuries (d100) | |
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01-10 | Psychological Trauma: The commander bears deep psychological wounds from past traumatic experiences, affecting their decision-making and mental well-being. |
11-20 | Bionic Replacement: The commander has a prosthetic limb, replacing a lost or severely injured body part, which grants them enhanced strength or functionality. |
21-30 | Battle Scars: The commander carries prominent battle scars on their body, each marking a significant battle or close encounter with the enemy. |
31-40 | Hearing Loss: The commander has suffered hearing impairment due to proximity to explosions or sustained gunfire, requiring communication adjustments. |
41-50 | Partial Blindness: The commander's vision has been compromised, leading to partial blindness, necessitating the use of special visors or aids. |
51-60 | Neural Damage: The commander has sustained neural damage, affecting their motor skills or reflexes, requiring constant medical attention. |
61-70 | Respiratory Condition: The commander struggles with a respiratory condition, making them vulnerable to environmental hazards and toxins. |
71-80 | Severe Burns: The commander bears extensive burn scars from encounters with fire-based weaponry or explosives, requiring ongoing skin grafts. |
81-90 | Emotional Scars: The commander carries deep emotional scars, leading to occasional bouts of instability or emotional outbursts. |
91-100 | Memory Erosion: The commander suffers from memory erosion, gradually losing the ability to recall certain past experiences and information, which occasionally affects their decision-making and awareness. |
Notable Achievements[edit]
Notable Achievements (d100) | |
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01-10 | Rescue Operation: The commander led or was part of a daring mission to evacuate civilians from a planet on the brink of destruction, saving countless lives. |
11-20 | Breaking Enemy Strongholds: The commander was part of an orchestrated series of successful sieges, breaching fortified enemy positions and securing vital objectives. |
21-30 | Against Overwhelming Odds: The commander was part of a regiment in a heroic last stand against an overwhelming enemy force, emerging victorious against all odds. |
31-40 | Turned the Tide: The commander played a pivotal role in a battle that shifted the course of an entire campaign, leading their forces to a decisive victory. |
41-50 | Peaceful Resolution: The commander successfully negotiated a truce or alliance with a xenos species, defusing a potential conflict. |
51-60 | Purge of Heretical Cults: The commander helped root out and eliminate heretical cults or witch covens, cleansing those worlds of their dark influences. |
61-70 | Space Battle Heroics: The commander helped lead the rescue of a stranded voidship, or defeat an enemy ship in a crucial space battle. |
71-80 | Crisis Resolution: The commander helped oversee the recovery and rebuilding efforts on a war-torn planet, restoring order and hope to its inhabitants. |
81-90 | Personal Vendetta Settled: The commander successfully tracked down and defeated a relentless arch-enemy who had plagued them for years. Anyone from a childhood bully to a daemon prince, and everything in-between. |
91-100 | Exemplary Faith: The commander's unwavering faith and dedication to the Imperium serve as an inspiration to all, earning them a reputation as a true beacon of the Emperor's light. |
Dark Secrets or Past Misdeeds[edit]
Dark Secrets or Past Misdeeds (d100) | |
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01-10 | Betrayal of Comrades: The commander was once implicated in an act of betrayal against their fellow soldiers or superiors, resulting in significant distrust. |
11-20 | Possession of Forbidden Artefact: The commander possesses a heretical relic or object considered blasphemous by the Ecclesiarchy, hidden away from prying eyes. |
21-30 | Covert Dealings with Xenos: The commander engaged in secret negotiations or alliances with xenos species, raising questions about their loyalty to the Imperium. |
31-40 | Under Investigation: The commander is under scrutiny by an Inquisitor for undisclosed reasons, casting a shadow of suspicion on their past actions. |
41-50 | Previous Unit's Demise: The commander's previous regiment was decimated under their leadership, and they bear the guilt of its destruction. |
51-60 | Survivor of Assassination Attempt: The commander survived an assassination attempt orchestrated by a powerful enemy or rival, whose vendetta still looms. |
61-70 | Former Cultist: The commander was once involved in a forbidden cult, and their past affiliations may come back to haunt them. |
71-80 | Possession of Compromising Information: The commander holds sensitive information about influential figures within the Imperium, potentially exploited in the future. |
81-90 | Mysterious Patron: The commander has an enigmatic benefactor who provides resources and support, but their true intentions remain unknown. |
91-100 | False Identity: The commander's true identity and past have been concealed, and they operate under an assumed persona, leaving their origins in question. |
Fillable Table[edit]
Gender:
Age:
Rank:
Personality:
Moral Compass:
Leadership Style:
Personal Combat Experience:
Quirks and Habits:
Motivation:
Leadership Challenges:
Regimental Loyalty:
Regimental Rivalry:
Allies of the Commander:
Human Rivals of the Commander:
Xenos Enemies of the Commander:
Minor Xenos Enemies:
Trusted Advisor:
Personal Guard:
Injuries:
Notable Achievements:
Dark Secrets or Past Misdeeds: