So i noticed this and wanted to cast a character for consideration, drawn from another character i used that will be somewhat modified to fit. let me know what you think!
Grave Lord Mortan, The Flesh Weaver
Name:
Height: 5'9" Weight: 180 lbs Age: Exact age unknown - probably in the low hundreds Race/Species: Lich - Formerly human Birth Place Unknown
Appearance:
Personality: Mortan is a scientist of necromantic magic, He is nearly always in his workshop trying to craft better undead creatures, obsessed with making his pets deadlier or indomitable. Alternatively he is in his library researching ancient text to hone his abilities. His lust for power is indeed more of an acedemic one, he desires nothing more than to push his 'necromantic science' to the limit. He is cold and calculating, a far cry from the power mad arch villains who perpetuate cruelty for cruelties sake. Mortan is not above truly abhorrent methods to reach his goals, as he did artificially extend his own 'life' through necromancy.
Commander Jerah spent his days in the commander's berth rarely interacting with his soldiers or his peers, being that they were mostly born and hardly fit to serve the imperial Guard at all. He had Major Oskar for such duties and did not need to waste his valuable time. Currently he was enthralled in a game of 'Risked Invasion' with a servitor he requisitioned and had programmed to play.
"Hmm, if i capture ikara III that would give me the whole sector and a bonus, 8 units... but if I take Jakum IV you, Servant, would lose the bonus from that sector..." mused Jerah. The servitor ignored the commanders thinking and sat at the table quietly whirring to itself. nobody would play any games with the commander because it could take him an hour to plan and prepare a small handful of moves and after he realized ordering officers to amuse him was not going over well he ordered a servitor be made. Jerah leaned in on the table placing his elbows on a stack of unofficial calls for reprimand of his regiment's behavior, that had been promptly ignored. Jerah was not Ignorant of his Raiders dealing drugs or weapons 'Salvaged' during war time, he just didn't care they were not nobility and could be expected to give in to their base nature in fact he often encouraged it because they were their most effective when at their most savage.
While pondering his next move a runner knocked on his door. Jerah simply called "Enter" and allowed the runner to open the door. "Commander Jerah-" started the runner "Lord Jerah please, i am a noble of Astartes world of Tuska and should be addressed as such." "O- Of course Lord Jerah, you are being summoned to the Imperal guard officer lounge by Lord Commander Hetman Dar es Kalar." "Ah, finally... away with you" concluded Jerah
As the runner left Jerah began donning his dress uniform that was clean and crisp and sporting several more medals than was tactful, it resembled the regular dress uniform of an officer in nearly every way except for a crimson stripe down the leg in homage to their Astartes cousins. He also belted on his power-saber but left the plasma pistol in its case, which made Jerah no less deadly due to his skill with a blade. He did not want to appear prepared for a real battle simply going to meet his commander and did not want to give a sour impression.
Jerah did not know Commander Hetman, even by reputation so he was likely not to be an especially worthy commander, but he had served under many a terrible commander and knew how to deal with the situation. Generally ignoring stupid commands and attaining victories so grand they could not be reprimanded, it worked before and should work now. Jerah finished preening over his uniform and marched off towards the officer lounge and being a mild disruption as he passed. Forcing soldiers and workers from their path regardless if there was room or if the group was occupied with some duty. It was a petty display of authority and one Jerah did not even notice.
Major Rolt sat in the common area/gang headquarters of the Raiders, Rolt was counting the income from the illegal trade happening in his regiment. Being his regiment was true. Jerah, while technically his commanding officer was little more than a strategium advisor who dealt with the other officers, so he could do the important things, like manage the illegal trade and be the combat leader. The ten company captains where arguing if the Stim lab hidden in the bowels of the ship needed moving because they received reports of several navy petty officers nosing around. Captains of the 2nd and 3rd company however where arguing what to do with a private in another regiment who had gotten himself into debt.
The major looked up at the discussion "captain Agro, you can’t hurt the private, because he would be sent to the medicae and there would probably be some level of investigation which is a headache i'm not going to deal with, so, just make his life miserable. Spike his canteen with alcohol, hide his wargear, put sergeant decals on his uniform or whatever else you can think of and his commanders will hurt him for us. once he pays up leave him alone."
One of the captains began to speak as their Commander walked through the common area and the whole table hushed immediately, while the illegal trade was an open secret they couldn't talk about it in front of their commander because he would be forced to reprimand them with some trivial punishment. The rest of the soldiers continued, though slightly quieter, with their discussions and games.
Regimental Specialty: The Tuskan Raiders are masters of raiding operations behind enemy lines. They prefer to strike fast and hard by burning and pillaging the enemy supplies. When they are part of a battle group their tactics are to advance deep into enemy lines to deprive the front line troops of the supplies and reinforcements needed to fight the Imperial Guard.
The Raider tactics are often to swarm a supply depot or convoy with their fast vehicles crushing any resistance before the defenders realize what is happening, in the ensuing havoc the company Chimeras will drop infantry to mop up and set demo charges to destroy supplies or capture anything that is needed.
The Regiment is also quite skilled in scouting actions, while the bikes are not especially quiet their speed is difficult to match and can evade those sent against them more often than not. With their speed the raiders are often a good source of intelligence beyond the front lines and can forewarn those locked in the thickest fighting of incoming reinforcements before battle is joined. Regimental Flaws: While the Raiders are fierce combatants capable of shattering tough resistance due to surprise and speed, they are not well equipped to deal with heavy armored divisions or well defended fortresses. The Raiders are also a prideful regiment stemming from their close ties to the Astartes. This manifests as a mild disrespect of regiments that are not considered their equals. They believe themselves similar to that of the honored Kasarkin though their reputation with the rest of the Imperial Guard is not nearly so bright. Finally the Raiders have received several reprimands from the Inquisition for use of Xenos supplies in war, though it has never come to a formal examination of the regiment. Number of Humans Souls: 1500 (not including rear echelon support)
Regimental Organization: For this section, I would rather you split things up, perhaps with smaller hiders within. As an Example, let us take the imaginary Cadian 253rd Cadian Infantry 1st Company: 2 Chimera APC carrying 2 squads of 12 infantry, 9 Tauros, 15 Sentinel Heavy bolter variant, 10 Sentinel Auto-cannon variant, 5 Sentinel Las-cannon, 1 Salamander Command Vehicle, 5 Salamander Scout tank, 4 Griffon Mortar tank, 25 Bike Outriders, 2 Leman Russ Exterminator variants
3rd Company 4 Chimera APC carrying 4 squads of 12 infantry, 12 Tauros, 10 Sentinel Heavy bolter variant, 5 Sentinel Auto-cannon variant, 5 Sentinel Las-cannon, 1 Salamander Command Vehicle, 3 Salamander Scout tank, 1 Griffon Mortar tank, 26 Bike Outriders
4th Company 4 Chimera APC carrying 4 squads of 12 infantry, 10 Tauros, 10 Sentinel Heavy bolter variant, 5 Sentinel Auto-cannon variant, 5 Sentinel Las-cannon, 1 Salamander Command Vehicle, 4 Salamander Scout tank, 30 Bike Outriders
5th Company 4 Chimera APC carrying 4 squads of 12 infantry, 10 Tauros, 10 Sentinel Heavy bolter variant, 5 Sentinel Auto-cannon variant, 5 Sentinel Las-cannon, 1 Salamander Command Vehicle, 4 Salamander Scout tank, 30 Bike Outriders
6th Company 3 Chimera APC carrying 3 squads of 12 infantry, 10 Tauros, 10 Sentinel Heavy bolter variant, 10 Sentinel Auto-cannon variant, 5 Sentinel Las-cannon, 1 Salamander Command Vehicle, 5 Salamander Scout tank, 5 Griffon Mortar tank, 16 Bike Outriders
7th Company 1 Gorgon carrying 5 squads of 10, 2 Gorgon refit to carry supplies and fuel, 6 Tauros, 5 Sentinel Auto-cannon variant, 1 Salamander Command Vehicle, 2 Salamander Scout tank, 12 Bike Outriders
8th Company 2 Gorgon carrying 10 squads of 10, 1 Gorgon refit to carry looted supplies and fuel, 6 Tauros, 5 Sentinel Auto-cannon variant, 1 Salamander Command Vehicle, 2 Salamander Scout tank, 12 Bike Outriders
9th Company 4 Chimera carrying 4 squads of 12, 10 Tauros, 10 Sentinel Heavy bolter variant, 10 Sentinel Auto-cannon variant, 10 Sentinel Las-cannon, 1 Salamander Command Vehicle, 2 Salamander Scout tank, 35 Bike Outriders
10th Company 2 Chimera carrying 2 squads of 12, 12 Tauros, 2 Sentinel Heavy bolter variant, 20 Sentinel Auto-cannon variant, 20 Sentinel Las-cannon, 1 Salamander Command Vehicle, 50 Bike Outrider
Regimental Armoury Allocation: Carapace Armor x1200 (for Infantry units, Outriders & command) Flak Armor x800 (for heavier vehicle units) Cadian-pattern Hellgun x700 (Infantry) Cadian-pattern Hellgun Power packs x2800 Cadian-pattern Hellpistol x400 (Outriders) Cadian-pattern Hellpistol Power packs x1600 Chainsword x400 (Outriders) Hunting Lance x1000 (Krak Tip) Hunting Lance x1000 (Inferno tip) Semi-Portable generator to recharge spent power packs Supply of replacement parts for vehicles Spare fuel & ammunition for vehicle weapons
Name: Commander Jarah Age: 56 Gender: Male Physical Description: What do they look like? Pictures may be linked but if it's just a picture so help me God. If it's an anime picture, so help you God. Equipment: Carapace Armor Power sword Plasma pistol Ancient Copy of the Lecto Divinitatus rumored to predate the Heresy (it doesnt) Personality: Jerah is a calculating commander, cool headed and calm in stark contrast to his captains and regiment of fury driven raiders. When he speaks it is with a calm and assured authority even beyond that of what most would call sane, even after a catastrophic failure or heroic victory he would punish or praise his officers with the same level tone. Part of this comes from his noble rank before being sent to the Astartes and it shows in his dismissive demeanor with everyone he has arbitrarily deemed beneath him.
Capabilities: Jerah is a masterful Logician and would have made an excellent supply commander. However he uses this mastery to deconstruct what Enemy supply lines would likely be and send his regiment to sever the most vital arteries. He is adaptable and will modify his plans with new information quickly rather than stubbornly keep a flawed plan.
Lastly Jerah is a duelist, in single combat he is unbeaten in his regiment and given Crimson Lancer Astartes a good fight even if he had never claimed a victory against them. Using speed and guile to bring down even far stronger foes however his skill has almost never been seen on the field of combat.
Failings: Jerah is a poor tactician and does not work on any tactical level planning he delegates such matters to his Major or the captains sent to the mission. Even then he rarely leads his regiment as the battle commander leaving such duties to the Major and will ignore the battle studying maps to find the next supply artery to sever.
Jerah is also arrogant as any noble born flouting his near passing of Astartes early trials believing himself above the rank and file soldier, even being dismissive of his fellow commanders until they earn his respect. However he will unfailingly follow the orders of his superiors and show utmost, if false, respect for them.
Regimental History: The Tuskan raiders are a fairly young regiment and have only recently been sent away from their parent Astartes legion, but they have had several years of battle having been considered trained and sufficient to fight without Legion tutelage. Their first deployment has a grave learning experience for the Raiders. Training near the Astartes gave them a false sense of superiority and immortality.
In a long war against the Ork hordes the raiders suffered a painful defeat. The Raiders launched a raid against a massive fortified stronghold where the Green Skins had been manufacturing tanks, bombers and more to throw against the Imperial Guard and Crimson Lancers. As the Raiders charged an armored company worth of looted tanks and ramshackle war machines came out to meet them. Though the Raiders had speed and tenacity on their side they lacked the experience of real warfare, and carried the curse of arrogance. They where slaughtered, hundreds died before they where rescued by the Crimson lancers. In one fell swoop the raiders where cut down to a half strength regiment. However the experience was educational and purged a great deal of their sense of immortality from them, though not all of their arrogance. In this battle their previous commander was killed moving Jerah into the rank.
They where relegated to small actions from then on, prodding Orkish defences and destorying supplies. Through out the rest of the war on with the tribe of Orks they where little more than over-equipped scouts and bandits. Since their crushing defeat the Raiders have always been much more careful in the targets of their attacks focusing on soft targets that will bleed the enemy than trying to root them out at their heart.
Once reinforced the Raiders fought cautiously using Jerah's logistic expertise to great effect which ultimately culminated in a shocking victory for the Regiment and the declaration that they where fit to fight on other campaigns and not shackled to their Astartes cousins. Their proving war was against an imperial world in revolt, the exact circumstances of the rebellion where never given over to the regiment but it had obviously succumbed to the taint of Chaos. Flesh cults and blood thirsty mobs roaming the planet made it obvious enough. The raiders never fought the Traitor Astartes, that was left to their parent legion, but they fought long and hard against the PDF forces that had sided with the traitors.
The battle that exemplified their victory was taking their forces between the two largest hive cities and choking off all movement between the cities, One of them was under siege by the Lancers and many Guard regiments. But the city was not fully surrounded and it would acquire new soldiers and arms as fast as the siege could kill them. The raides essentially conquered several hundred miles of industrial wasteland for the months it would take to capture the Hive. The territory was surrounded on all sides by Chaos forces but they ruled the streets of the wasteland with little more than bikes, sentinels and tenacity. Their actions throttled nearly all supply movement into the besieged city and allowed the Imperial forces to finally crush the defenders. The conquest of the Industrial wasteland was not without cost however, in their fighting with the chaos forces they grew to a new level of savagery, such as chaining a wounded foe to be dragged behind the bikes until they where a broken heap of gore. The long battle also granted them a firm reprimand for utilizing 'tainted' materials by capturing fuel or bullets from their traitor PDF enemies.
After their pacification of the Chaos held planet the regiment was formally acknowledged for their accomplishments and sent to a new planet to wage war but not with the Legions. in Truth the Crimson Lancers where displeased with the brutal shift that the Raiders underwent and sent them to a new front due to their savagery rather than their hold of enemy territory.
Regimental/Planetary Culture: The Tuskan raiders have grown away from the traditionally martial and professional soldiers of their sibling regiments and overall planetary culture. They have become more akin to a hive gang with internal conflict handled by a brawl or knife fight that formal complaints to superior officers. Externally they appear like a troop of rowdy trouble makers with the rank and file soldiers happily starting brawls in the bars and taverns they happen to come across.
Their appreciation of illegal activity has also risen greatly making a Tuskan raider the soldier to find if someone is looking for drugs, weapons, or a game to gamble at. This is also true because the raiders have taken it upon themselves to shut down the illegal activities within the other regiments when possible and have been slowly monopolizing illegal trade in the local forces.
When appropriate the raiders also act like a penal legion and will acquire materials whenever they see fit. Bribing the quartermaster for a few sets of Carapace armor or simply stealing it from another regiment, even looting the dead of either side of the battle has made the Raiders better equipped than they would otherwise have a right to be.
Recruitment Method: The Raiders recruitment is unorthodox compared to other regiments, with their home world also being the home of the Crimson Lancers legion. The Lancers are a small legion due to an even more exacting and inhuman training regimen than most other Astartes. Due to their impossibly high standards the legion is swamped with serfs who had failed the training and serve the legion. When the number of serfs become more of a burden than an aid to the Legion a large contingent are sent to the Guard to be of some use to the Emperor. The Raiders are one such Regiment called up to cull the number of Serfs.
The Serfs selected are generally those who where good, if not exceptional, Astartes candidates and are made into Storm troopers. Their brief stint as Astartes aspirants did instill in them a supreme level of stoic endurance though not enough to persevere through their previous training. These storm trooper regiments are trained on the same planet with their Legion, sometimes acting as an opposing force during war-games. Even training apart from the Legion the raiders always pick up habits and mannerisms from their parent Legion, and are often sent as an auxiliary force with the Crimson Lancers once training is completed
Regimental Specialty: The Tuskan Raiders are masters of raiding operations behind enemy lines. They prefer to strike fast and hard by burning and pillaging the enemy supplies. When they are part of a battle group their tactics are to advance deep into enemy lines to deprive the front line troops of the supplies and reinforcements needed to fight the Imperial Guard.
The Raider tactics are often to swarm a supply depot or convoy with their fast vehicles crushing any resistance before the defenders realize what is happening, in the ensuing havoc the company Chimeras will drop infantry to mop up and set demo charges to destroy supplies or capture anything that is needed.
The Regiment is also quite skilled in scouting actions, while the bikes are not especially quiet their speed is difficult to match and can evade those sent against them more often than not. With their speed the raiders are often a good source of intelligence beyond the front lines and can forewarn those locked in the thickest fighting of incoming reinforcements before battle is joined. Regimental Flaws: While the Raiders are fierce combatants capable of shattering tough resistance due to surprise and speed, they are not well equipped to deal with heavy armored divisions or well defended fortresses. The Raiders are also a prideful regiment stemming from their close ties to the Astartes. This manifests as a mild disrespect of regiments that are not considered their equals. They believe themselves similar to that of the honored Kasarkin though their reputation with the rest of the Imperial Guard is not nearly so bright. Finally the Raiders have received several reprimands from the Inquisition for use of Xenos supplies in war, though it has never come to a formal examination of the regiment. Number of Humans Souls: 1500 (not including rear echelon support)
Regimental Organization: For this section, I would rather you split things up, perhaps with smaller hiders within. As an Example, let us take the imaginary Cadian 253rd Cadian Infantry 1st Company: 2 Chimera APC carrying 2 squads of 12 infantry, 9 Tauros, 15 Sentinel Heavy bolter variant, 10 Sentinel Auto-cannon variant, 5 Sentinel Las-cannon, 1 Salamander Command Vehicle, 5 Salamander Scout tank, 4 Griffon Mortar tank, 25 Bike Outriders, 2 Leman Russ Exterminator variants
3rd Company 4 Chimera APC carrying 4 squads of 12 infantry, 12 Tauros, 10 Sentinel Heavy bolter variant, 5 Sentinel Auto-cannon variant, 5 Sentinel Las-cannon, 1 Salamander Command Vehicle, 3 Salamander Scout tank, 1 Griffon Mortar tank, 26 Bike Outriders
4th Company 4 Chimera APC carrying 4 squads of 12 infantry, 10 Tauros, 10 Sentinel Heavy bolter variant, 5 Sentinel Auto-cannon variant, 5 Sentinel Las-cannon, 1 Salamander Command Vehicle, 4 Salamander Scout tank, 30 Bike Outriders
5th Company 4 Chimera APC carrying 4 squads of 12 infantry, 10 Tauros, 10 Sentinel Heavy bolter variant, 5 Sentinel Auto-cannon variant, 5 Sentinel Las-cannon, 1 Salamander Command Vehicle, 4 Salamander Scout tank, 30 Bike Outriders
6th Company 3 Chimera APC carrying 3 squads of 12 infantry, 10 Tauros, 10 Sentinel Heavy bolter variant, 10 Sentinel Auto-cannon variant, 5 Sentinel Las-cannon, 1 Salamander Command Vehicle, 5 Salamander Scout tank, 5 Griffon Mortar tank, 16 Bike Outriders
7th Company 1 Gorgon carrying 5 squads of 10, 2 Gorgon refit to carry supplies and fuel, 6 Tauros, 5 Sentinel Auto-cannon variant, 1 Salamander Command Vehicle, 2 Salamander Scout tank, 12 Bike Outriders
8th Company 2 Gorgon carrying 10 squads of 10, 1 Gorgon refit to carry looted supplies and fuel, 6 Tauros, 5 Sentinel Auto-cannon variant, 1 Salamander Command Vehicle, 2 Salamander Scout tank, 12 Bike Outriders
9th Company 4 Chimera carrying 4 squads of 12, 10 Tauros, 10 Sentinel Heavy bolter variant, 10 Sentinel Auto-cannon variant, 10 Sentinel Las-cannon, 1 Salamander Command Vehicle, 2 Salamander Scout tank, 35 Bike Outriders
10th Company 2 Chimera carrying 2 squads of 12, 12 Tauros, 2 Sentinel Heavy bolter variant, 20 Sentinel Auto-cannon variant, 20 Sentinel Las-cannon, 1 Salamander Command Vehicle, 50 Bike Outrider
Regimental Armoury Allocation: Carapace Armor x1200 (for Infantry units, Outriders & command) Flak Armor x800 (for heavier vehicle units) Cadian-pattern Hellgun x700 (Infantry) Cadian-pattern Hellgun Power packs x2800 Cadian-pattern Hellpistol x400 (Outriders) Cadian-pattern Hellpistol Power packs x1600 Chainsword x400 (Outriders) Hunting Lance x1000 (Krak Tip) Hunting Lance x1000 (Inferno tip) Semi-Portable generator to recharge spent power packs Supply of replacement parts for vehicles Spare fuel & ammunition for vehicle weapons
Name: Commander Jarah Age: 56 Gender: Male Physical Description: What do they look like? Pictures may be linked but if it's just a picture so help me God. If it's an anime picture, so help you God. Equipment: Carapace Armor Power sword Plasma pistol Ancient Copy of the Lecto Divinitatus rumored to predate the Heresy (it doesnt) Personality: Jerah is a calculating commander, cool headed and calm in stark contrast to his captains and regiment of fury driven raiders. When he speaks it is with a calm and assured authority even beyond that of what most would call sane, even after a catastrophic failure or heroic victory he would punish or praise his officers with the same level tone. Part of this comes from his noble rank before being sent to the Astartes and it shows in his dismissive demeanor with everyone he has arbitrarily deemed beneath him.
Capabilities: Jerah is a masterful Logician and would have made an excellent supply commander. However he uses this mastery to deconstruct what Enemy supply lines would likely be and send his regiment to sever the most vital arteries. He is adaptable and will modify his plans with new information quickly rather than stubbornly keep a flawed plan.
Lastly Jerah is a duelist, in single combat he is unbeaten in his regiment and given Crimson Lancer Astartes a good fight even if he had never claimed a victory against them. Using speed and guile to bring down even far stronger foes however his skill has almost never been seen on the field of combat.
Failings: Jerah is a poor tactician and does not work on any tactical level planning he delegates such matters to his Major or the captains sent to the mission. Even then he rarely leads his regiment as the battle commander leaving such duties to the Major and will ignore the battle studying maps to find the next supply artery to sever.
Jerah is also arrogant as any noble born flouting his near passing of Astartes early trials believing himself above the rank and file soldier, even being dismissive of his fellow commanders until they earn his respect. However he will unfailingly follow the orders of his superiors and show utmost, if false, respect for them.
Regimental History: The Tuskan raiders are a fairly young regiment and have only recently been sent away from their parent Astartes legion, but they have had several years of battle having been considered trained and sufficient to fight without Legion tutelage. Their first deployment has a grave learning experience for the Raiders. Training near the Astartes gave them a false sense of superiority and immortality.
In a long war against the Ork hordes the raiders suffered a painful defeat. The Raiders launched a raid against a massive fortified stronghold where the Green Skins had been manufacturing tanks, bombers and more to throw against the Imperial Guard and Crimson Lancers. As the Raiders charged an armored company worth of looted tanks and ramshackle war machines came out to meet them. Though the Raiders had speed and tenacity on their side they lacked the experience of real warfare, and carried the curse of arrogance. They where slaughtered, hundreds died before they where rescued by the Crimson lancers. In one fell swoop the raiders where cut down to a half strength regiment. However the experience was educational and purged a great deal of their sense of immortality from them, though not all of their arrogance. In this battle their previous commander was killed moving Jerah into the rank.
They where relegated to small actions from then on, prodding Orkish defences and destorying supplies. Through out the rest of the war on with the tribe of Orks they where little more than over-equipped scouts and bandits. Since their crushing defeat the Raiders have always been much more careful in the targets of their attacks focusing on soft targets that will bleed the enemy than trying to root them out at their heart.
Once reinforced the Raiders fought cautiously using Jerah's logistic expertise to great effect which ultimately culminated in a shocking victory for the Regiment and the declaration that they where fit to fight on other campaigns and not shackled to their Astartes cousins. Their proving war was against an imperial world in revolt, the exact circumstances of the rebellion where never given over to the regiment but it had obviously succumbed to the taint of Chaos. Flesh cults and blood thirsty mobs roaming the planet made it obvious enough. The raiders never fought the Traitor Astartes, that was left to their parent legion, but they fought long and hard against the PDF forces that had sided with the traitors.
The battle that exemplified their victory was taking their forces between the two largest hive cities and choking off all movement between the cities, One of them was under siege by the Lancers and many Guard regiments. But the city was not fully surrounded and it would acquire new soldiers and arms as fast as the siege could kill them. The raides essentially conquered several hundred miles of industrial wasteland for the months it would take to capture the Hive. The territory was surrounded on all sides by Chaos forces but they ruled the streets of the wasteland with little more than bikes, sentinels and tenacity. Their actions throttled nearly all supply movement into the besieged city and allowed the Imperial forces to finally crush the defenders. The conquest of the Industrial wasteland was not without cost however, in their fighting with the chaos forces they grew to a new level of savagery, such as chaining a wounded foe to be dragged behind the bikes until they where a broken heap of gore. The long battle also granted them a firm reprimand for utilizing 'tainted' materials by capturing fuel or bullets from their traitor PDF enemies.
After their pacification of the Chaos held planet the regiment was formally acknowledged for their accomplishments and sent to a new planet to wage war but not with the Legions. in Truth the Crimson Lancers where displeased with the brutal shift that the Raiders underwent and sent them to a new front due to their savagery rather than their hold of enemy territory.
Regimental/Planetary Culture: The Tuskan raiders have grown away from the traditionally martial and professional soldiers of their sibling regiments and overall planetary culture. They have become more akin to a hive gang with internal conflict handled by a brawl or knife fight that formal complaints to superior officers. Externally they appear like a troop of rowdy trouble makers with the rank and file soldiers happily starting brawls in the bars and taverns they happen to come across.
Their appreciation of illegal activity has also risen greatly making a Tuskan raider the soldier to find if someone is looking for drugs, weapons, or a game to gamble at. This is also true because the raiders have taken it upon themselves to shut down the illegal activities within the other regiments when possible and have been slowly monopolizing illegal trade in the local forces.
When appropriate the raiders also act like a penal legion and will acquire materials whenever they see fit. Bribing the quartermaster for a few sets of Carapace armor or simply stealing it from another regiment, even looting the dead of either side of the battle has made the Raiders better equipped than they would otherwise have a right to be.
Recruitment Method: The Raiders recruitment is unorthodox compared to other regiments, with their home world also being the home of the Crimson Lancers legion. The Lancers are a small legion due to an even more exacting and inhuman training regimen than most other Astartes. Due to their impossibly high standards the legion is swamped with serfs who had failed the training and serve the legion. When the number of serfs become more of a burden than an aid to the Legion a large contingent are sent to the Guard to be of some use to the Emperor. The Raiders are one such Regiment called up to cull the number of Serfs.
The Serfs selected are generally those who where good, if not exceptional, Astartes candidates and are made into Storm troopers. Their brief stint as Astartes aspirants did instill in them a supreme level of stoic endurance though not enough to persevere through their previous training. These storm trooper regiments are trained on the same planet with their Legion, sometimes acting as an opposing force during war-games. Even training apart from the Legion the raiders always pick up habits and mannerisms from their parent Legion, and are often sent as an auxiliary force with the Crimson Lancers once training is completed
i would like to ask if you would be ok with an idea I've been brewing for a while now. Rather than a regiment recruiting from planets they are a 'remnant' regiment picking up survivors of shattered regiments. For example, my regiment and some Death Korp regiment are in battle and the Death Korp regiment takes losses of 80-90% and is simply folded into my regiment rather than rebuilt.
Firedog noticed the drones on his sensor grid just after launch. "Pfft" he sputtered through his lips. He punched the thrust up to the edge of his own G limits. At 10 g he had to alter his breathing slightly to compensate the drones flight pattern was poor and he had a good distance on them.
He shrugged internally and fired all the manuvering thrusters hard to flip his craft 180 and cut his thrust. The ship flipped hard and jarred Firedog with the abrupt changes. With the ship flying backwards he fired a hail of laser and plasma destroying several outright and grazing a few more limiting their effectiveness.
With that done he chuckled and flipped back over to make a pass at the police ship. While deploying countermeasure to confuse the drones. As he rocketed at the ship the drones did lose him for a few moments and then realized his plan going for a much more aggressive attack on his fighter once they realized the mother ship was in danger.
Firedog laid on the wing of his heavy fighter when the lurch and alarm started blaring. "Oh thank god." he said to himself and leapt off the wing. He had been trying to think up ways to entertain himself since he hadnt had a good fight in like a whole week. Before the alarm made him forget he had been planning on rewiring the lights in the little mess hall so that only half the lights where on no matter which way the switches where flipped. Would have driven the engineers crazy for a day figuring out what happened and fixing it, which would have been hysterical.
He opened the cockpit to his fighter and climbed in. It briefly occurred to him that the captain might want him manning a gun near one of the airlocks, but he didn't have the best weapons for that kind of job and a few plasma bolts melting the other ships bridge would certainly give them something else to think about. Worse came to worse, he could always escape and leave the rest of his comrades to their fate. So out with the fighter was really his only choice. As soon as he closed the cockpit hatch he fired up the reactor and engines while telling the launch bay to depressurize.
The process would have taken too long for the bay to fully empty so he sent the Override command from the fighter and opening the door early, venting a reasonable portion of atmosphere into space. This making the ship lurch again but much less so than when the ship was grabbed. he opened the communication panel on his fighter and sent to the captain "Firedog launching, imma give em something other than killing you all to think about" around the same time he punched up the thrust on his engines and rocketed from the bay hard. The 8Gs of force his engines where making would have been enough to make most people start feeling dizzy and worrying if their bones would break. Firedog didn't worry about it, would take a few more Gs to make him woozy.
Home world: agria, a world that used to be a quiet agricultural planet that fed billions on other nearby planets. However war broke out between a pair of neighboring planets and Agria became a war torn hell. Both factions had decided they must have Agria or raze the planet to deny it to their foe.
Former Profession: Fighter pilot (AWOL soldier)
Personality: Nicolai is a cocky fighter pilot like all the rest and will take crazy risks, like all fighters do. However he loves the destruction his craft is capable of and relishes laying waste to whatever he can. When not in his fighter however he is much more subdued and less prone to reckless and destructive behavior. However, being the adrenaline junkie that he is, if he doesn't have a good battle he will get mischievous and start bar fights or otherwise cause trouble.
History: Nicolai entered the military at 18 and joined the navy showing great aptitude to both engineering and piloting. He became a fighter pilot at 20. He was to be dishonorably discharged at 25 for disrespecting superiors, recklessness, and disregard for collateral damage. The final straw was a bombing run on enemy military assets that resulted in hundreds of civilian deaths.
His commanding officer began berating him on the comms channel to which Nicolai replied disrespectfully and cut his own comms stealing his fighter, survival kit and weapons. Since then he operates as a freelance pirate, his military fighter being largely superior in most engagements, especially due to several modifications that have been made since then. He is alleged to have been partly responsible for many stolen cargo ships and destroyed civilian craft and the deaths of all aboard. He is wanted as a murderer and pirate in most sectors.
Equipment: pilot survival kit (inside fighter craft) filled with useful equipment such as communication gear,survival rations, hazardous environment suit, basic first aid kit, water and oxygen bottles
Plasma battery charger (inside fighter) built into his fighter he can charge two plasma weapon batteries.
Military level navigation map: while the map is somewhat outdated it still has a large amount of data that is generally unavailable to civilians that has many faster (if not safer) routs through space.
Engineering repair kit: contains all the tools necessary to maintain and repair his fighter, does not contain parts however. It also contains a data slate with the exact design specifications of the fighter for pilots to repair the vehicle if necessary.
Other: Genetic Enhancements: reaction time increase (minor) High G resistance (10G before blackout) Mathematic savant (capable of complicated trajectory and orbital calculations quickly)
Fighter ship: Hammerhead long range Fighter
X2 heavy laser pulse cannons X2 Light plasma cannons Sensor suite Modifications: Modified reactor 110% output (requires much more frequent maintenance) Extra engine & thrusters (more maneuverable) Removed Missile hardpoints for the above plasma cannons
Well it would kinda be hard for him to be religious when he doesn't know that much about the religion he's practicing or even understand it's language.
Why? If executed well, it could make for an intriguing character. I'm curious to see how it's implemented. I've listened to music and the like without understanding the lyrics and still found it beautiful or powerful. This char does the same with the religious sermons? That's my guess.