"C'mon ya fat bastard" Darius said to the defender who held the poles of a human, or Golem, dawn cart that held the dwarf's team of servants and a small workshop that could manufacture a surprising array of items and alchemical concoctions. The Defender picked up its pace ever so slightly to fall in line with Darius as they came to the gate of Wanderneir just as the sun falls below the horizon. The guards admired the Dwarven machine as its like had very rarely been seen outside of the fortress mountains of the dwarves.
"Aye! 'e is a sight but oi wish to enter the City" said Darius annoyed that every town and city he had entered with Dark Steel, the Golem, had reacted by ogling at the metallic figure. "An' oi know that the city 'as some dark nasties at night, an' an old dwarf like me don' need you young lads slowin' me down" he said as he took a step forward prepared to walk right past if they keep standing slack jawed.
"Oh, of course sir." said one of the guards "There are shadow sprites at nig-"
"Pay attention lad!" roared the dwarf with a voice that could have been heard over the cacophony of a workshop. "Oi know about the terrible beasties" he said with a thick layer of sarcasm "An' i wan' to go anyways, The Fat Bastard 'ere can take care of this old bastard, so, canae be on my way?"
The soldier blinked slowly deciphering the dwarf's accent, "Ah, yes you should find an inn soon"
"Bah, yes yes" said the dwarf as he strides through the gate. He found himself in an empty street only a couple of minutes of walking with shadows darkening fast and the last rays of the sun fell below the horizon. Darius grumbled incoherently, more grunts than actual words, he dug around in his cart and produced a lantern holding a solid globe of glass rather than a wicked oil lamp. he dropped some glittering iridescent powder and a measure of viscous gel into the globe. The mixture quickly began foaming and producing a wisp of vapor, which produced a faint light. He stoppered the globe which quickly began to produce more light than a good torch.
Darius looks at the guardian who held both poles of the cart and he grimaced "Useless bastard... Copper! get out here!" At his command one of the servant golems stood and climbed out of the cart, it stood somewhat shorter than Darius and its tarnished steel body was only identifiable by a coin sized circle of copper inlaid into its head. "Carry this you git" he said to the small machine holding out the globe lantern. The servant shuffled a bit and held the globe over its head casting a large illuminated area around itself.
Darius wandered a while, turning randomly not worried about the shadows skulking just out of the circle of his alchemical light. Before long he happened upon a queer scene, a mounted knight, a robed man, an armed woman, and the distinct feel of magic in the air. The situation was just interesting enough to pique his interest. Darius and his golem entourage turned to approach the small group.
"Wots all this then?" he said in a voice that would carry to them, and probably several city blocks beyond. "Seems like you younglings should have brought some better light!" he laughed as he casually walked towards the group with the guardian behind and the lamp wielding servant beside the dwarf.
Grave Lord Mortan
The Grave lord set down his tools and inspected his work, an abomination laid on the table with freakish proportions of a human with bulging muscles and a network of stitches holding the flesh inside the creature. Hundreds of pounds of muscle fused into an impossible frame soon to be fueled by black magic. Mortan chuckles, pleased with his terrible creation, but it still needs to be raised. He turns and searches for one of his slaves, a skeleton stands at perfect attention by the door awaiting orders.
Mortan stares in confusion, where were all his minions? he was sure there where more. He glances down at his new beast, "ah" he says to himself, "there they are" once the mystery was solved he turns back to the lone skeleton "Fetch me a soul" he says waving a hand at the skeleton before turning back to the creature and begins carving a few eldritch runes into the flesh of the monster preparing for the final ritual to reanimate it.
a couple of minutes pass before the skeleton returns dragging a half starved man by the arm who cries out in fear and anger trying to resist the undead minion. His starved and weakened body lacks the strength to stall his fate. Once the skeleton comes near Mortan grabs the man by the scalp and pulls him up to eye level. With his other hand the Lich grabs the man by the face and begins quietly chanting a dark incantation. Once spoken tendrils of light snake from the humans eyes and Mortan begins to laugh amused by the cruelty. The man howls in terror and agony as his very essence is ripped from his body leaving a hollowed husk and a sphere glowing like a small star in the hand of the Lich.
Unceremoniously the corpse is dropped to the floor, "remove that" Mortan says to the skeleton now bored with the remains of the human. The skeleton reaches down and drags the husk away to a small pile of desiccated corpses just like the one it hauls. Mortan returns to his work chanting a new incantation using the fresh soul to fuel the terrible power of the beast. Within moments the glowing soul begins to dim and the creature jerks upon the table as unholy life is breathed into it.
"RISE!" commands The Mad Wizard and the creature obeys hauling its bulk off the table to stand before Mortan "Fetch me more souls" he says before the creature lumbers off with a speed that it should not possess in search of any living thing to bring back to its master.
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.
History:
Very little is known of Mortan's history, Legends abound however. The rumors speak of an ancient court wizard and consult to the king during the Great War, however his name has been lost to history, he was driven mad by the horrors of war and the corruption of black magic. It is believed that in desperation the Wizard turned to the dark arts to save the kingdom of Wanderneir and to sweep aside the elves and dwarves to allow human kind to reign supreme.
The legends say that his dark arts and inhuman experiments had driven him truly insane, he had decided in order to win the war he must become immortal and lay waste to the world. Using an unholy ritual the city of Wanderneir was left lifeless, it is said that not even a blade of grass or a single rat lived. The wizard disappeared in the cataclysm that befell Wanderneir and has not been seen since.
In recent years however new rumors have arisen, deep in the swamps of Wanderneir there is said to be a long forgotten fortress sunken into the murk of the swamp where rotten zombies and blood thirsty ghouls can be found and will take villagers to be made into twisted abominations.
The trouble with townsfolk rumors however is that they are seldom reliable...
It is also believed that the mad wizard haunts a ruined elven sanctuary drawing strength from a powerful artifact hidden by the elves in ages past preparing to engulf the world in an age of darkness and misery to surpass the great war.
Others even say that the Mad Wizard still lurks in Wanderneir besetting the very shadows against the living paving the way for a dark god to smother the world in shadow.
Species: Dwarf
Gender: Male
Age: 78
Birthplace: Karak Hold
Current Location: Wanderneir
Physical Description: Darius is fairly normal for his race, standing at just over 4ft tall but broad and muscular. However he is remarkable due to one bright and intelligent eye that is contrasted by one that is clouded and blind. He carries a heavy sledge covered in Dwarven runes and is clad in light armor. While fairly muscular he does not have the bearing of a soldier but rather a skilled artisan. This is made apparent by the Dwarven Defender golem and the small team (5) of Hextech (Magitech) servants that follow him around, beond which he carries bandoliers filled with grenades and alchemical vials.
The Defender Golem is somewhat large, standing at about 6ft and somewhat broader than a man it is intimidating to all but the bulkiest of the human race. The Servants however are only about 3 ft tall and essentially useless in battle due to their fairly light frames and lack of armor. they are quite useful in their role of worker drone to do the unskilled work for a craftsman.
Golem names are designated by a piece of metal the size of a coin inlaid into their head. Servants: Iron Tin Copper lead Silver Defender: DarkSteel (often Fat Bastard)
Mental Description: Darius is not a young dwarf any longer and thinks as such. He knows that he is a well skilled Hexsmith and will happily argue with any other artisan in ways only a dwarf craftsman can. Some believe an old dwarf is set in their ways and are immovable as the mountains the hail from, and those people would often be right, but Darius is sharp and does not cling to traditions like many of his clansmen. He is as grumpy and and prone to grumbling as any other dwarf.
Background Information (Optional): Darius was born and raised in Karak Hold trained as a Hexsmith and dabbling in Alchemy. His clan, the Warsmiths, was one of the few dwarven clans who could still make the mighty war golems of the great war Darius learned to manufacture the magically enchanted machines whiole living in fear another great war would arise. The most deadly and terrible war machines had been purged from the archives before Darius' time so never learned how to construct the colossal death machines that slaughtered millions in the great war.
The dwarf toiled in the forges for many years, thousands of Dwarven Defenders bearing his makers mark, before he grew tired of his paranoid clan preparing for a war that should never come to pass. He left the clan to explore the world in his older years. This however angered his clan and stripped him of his name leaving him as a Shatterstone or one of the lowest miners in dwarven society. Darius cared little, using his skill and experience he managed to trade for the materials and build what he needed and set out into the world with little knowledge of what adventures would find him.
@Jojo Hero dude to pal around with everyone else! what do you think?
Name: Darius Shatterstone
Species: Dwarf
Gender: Male
Age: 78
Birthplace: Karak Hold
Current Location: Wanderneir
Physical Description: Darius is fairly normal for his race, standing at just over 4ft tall but broad and muscular. However he is remarkable due to one bright and intelligent eye that is contrasted by one that is clouded and blind. He carries a heavy sledge covered in Dwarven runes and is clad in light armor. While fairly muscular he does not have the bearing of a soldier but rather a skilled artisan. This is made apparent by the Dwarven Defender golem and the small team (5) of Hextech (Magitech) servants that follow him around, beond which he carries bandoliers filled with grenades and alchemical vials.
The Defender Golem is somewhat large, standing at about 6ft and somewhat broader than a man it is intimidating to all but the bulkiest of the human race. The Servants however are only about 3 ft tall and essentially useless in battle due to their fairly light frames and lack of armor. they are quite useful in their role of worker drone to do the unskilled work for a craftsman.
Mental Description: Darius is not a young dwarf any longer and thinks as such. He knows that he is a well skilled Hexsmith and will happily argue with any other artisan in ways only a dwarf craftsman can. Some believe an old dwarf is set in their ways and are immovable as the mountains the hail from, and those people would often be right, but Darius is sharp and does not cling to traditions like many of his clansmen. He is as grumpy and and prone to grumbling as any other dwarf.
Background Information (Optional): Darius was born and raised in Karak Hold trained as a Hexsmith and dabbling in Alchemy. His clan, the Warsmiths, was one of the few dwarven clans who could still make the mighty war golems of the great war Darius learned to manufacture the magically enchanted machines whiole living in fear another great war would arise. The most deadly and terrible war machines had been purged from the archives before Darius' time so never learned how to construct the colossal death machines that slaughtered millions in the great war.
The dwarf toiled in the forges for many years, thousands of Dwarven Defenders bearing his makers mark, before he grew tired of his paranoid clan preparing for a war that should never come to pass. He left the clan to explore the world in his older years. This however angered his clan and stripped him of his name leaving him as a Shatterstone or one of the lowest miners in dwarven society. Darius cared little, using his skill and experience he managed to trade for the materials and build what he needed and set out into the world with little knowledge of what adventures would find him.
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.