Post by aeonian on Mar 26, 2009 14:18:14 GMT -5
This is a guide to designing an Imperial Guard Regiment. It is in no way the only way to do it, however I strongly go by this method.
To start, I will say that your Regiment needs a number, and unless you want to have your Regiment be one of the original founding Regiments with a lot of history behind it, I recommend making it a large, at least 3 digit, number designation.
Examples:
Write it at the top of your page, like this:
The next step, think about the general idea of your regiment's type of warfare. Think of any type of army from any point in real world time. Examples include:
Here's my own (taken from another user. Thanks to them)
and so now, all you should have is something like this:
That's at the top of your page.
Now it's time to begin the daunting part. Don't worry, you can work on it very slowly, and take your time as you go along. Don't rush through it or you'll make mistakes and your fluff, when read through all at once, will appear inconsistant.
Begin with an overview of your planet. A huge part of an Imperial Guard regiment is the world they are from. I often put the "section" I'm writing about in a different form, such as this:
Then I make a space underneath, and write a paragraph or two about the just general information. I usually include these in the overview section:
My example:
Now, you've only just begun, though it might feel like a lot of work. Don't be overwhelmed, you will get better at it.
Next I would recommend going into slightly more detail about the people of your world. Include a -Culture- section or something like it.
In this section explain the basic day-to-day life of the people from your planet so that later on you will have a better understanding of how your soldiers would think during a battle, how they are trained during Basic, and how they would fight. Essentially, this section sets the foundation for your regiment's fluff.
My example:
Now you get into more detail about the militaristic aspect of your regiment, the whole point of writing fluff for a fake plastic army
Explain the tithe, if any, and the people's outlook on it. Explain whether the people of your world are natural born warriors, or whether they hate the Imperial Guard and would rather not fight but do it anyway for fear of the Imperium taking repercussions.
If your world does not have a tithe (which in historical terms meant a payment to the church. In 40k it means a supply of resources, soldiers being among that list) then explain why that world even produces Imperial Guard regiments at all. Every world has a Planetary Defense Force, but not all worlds supply the Guard with actual Guardsmen.
My Example:
After you've completed that part, it's time to design the most complex part of your fluff: TACTICS!!!
You must cover every aspect. Things to include would be:
My Example (It's currently incomplete):
-Tactics-
Voltians are Marines. Much like Space Marines of the Adeptus Astartes, they prefer specialized tactics that involve rapid insertion into an enemy front, utilizing frightening amounts of firepower to overwhelm the enemy’s first line of defense, striking at them with mortars from the safety of a trench or even the edge of a perimeter defense, causing the main gunline’s heads to go down and stay down.
Under the covering fire of machine guns, mortars, snipers and rocket launchers, the infantry platoons will advance with support from squadrons of Leman Russ Battle Tanks. Using the mighty and thick armour of the tanks, the infantry Marines will rapidly move up towards their objective, trusting in the marksmanship of their brothers in the support sections to keep the enemy at bay.
Each squad is armed with a Grenade launcher for dealing with lightly armoured or entrenched hostiles. This clunky but trustworthy weapon is the backbone of IGMC infantry platoon. Every squad has at least one specialist with a launcher, there to provide fire support to the otherwise lightly armed assault squad.
For anti-tank capabilities, the standard Marine platoon relies heavily on the Devil-Dog melta cannon tank based on the chimera chassis, and the Leman Russ MBT or other variants who advance alongside of them. They are meant to be rapid assault units, and cannot afford to be slowed down by heavy anti-armour weapons.
When the IGMC makes assaults on enemy held positions, they begin with a series of attacks made in very specific waves. First, in order to soften up the enemy or frighten them into submission, is a wave of Leman Russ Punisher tanks, armed with several anti-infantry weapons including a fearsome gatling cannon.
Once the front lines have been softened, the Marine infantry platoons advance, under constant fire of support weapons. Their goal is to gain a foot hold on the first line of defense for the enemy. They will rigorously move up, fortifying as they move up through hostile held positions.
For each pre-determined length (the length depending on the situation and the area they are assaulting) the infantry platoons will leave behind at the very least a single squad and a single armoured tank. This is to ensure that wandering hostiles do not recapture certain areas, cutting off the Marines from the main force.
The elite units of the IGMC are the Voltian Rangers. They are equipped with heavier armour known as carapace armour, capable of deflecting heavier enemy shots, and generally giving an air of superiority. They are armed the same, but bring along extra grenade launchers, and on occasions deploy via Valkyrie assault carrier.
Rangers know how to rapidly deploy via grav-chute, infiltrate and outflank the enemy, as well as lead full on frontal assaults. They are deadly accurate with their weapons, even while on the move. To become a ranger, a Marine must serve at least 2 full years in the Voltian Imperial Guard, and display a certain set of skills, usually involving demolitions or stealth. They are utterly ruthless in battle, and the masters of close quarters fire fights.
Of all the vehicles, weapons and troops available to the Imperial Guard the Voltians will never use the basilisk artillery tank. It is beyond their doctrine. They often will carry mortar teams into battle, but the basilisk, the griffon and the Manticore are never included among their wargear.
There are only three more aspects of designing Guard fluff that you should know.
The third to last is their training. Design their training in a way that reflects their tactics. For example, a berserker style regiment would most often be from a dark age world, and their training would include lots of "Trials of Passage" and physical training. Also, melee combat would be high amongst their training.
I have currently not finished my training section, but basically, the Voltian Marine Corps would train in marksmanship, close quarters combat, and massed firing techniques. Many would learn the ins and outs of the Chimera APC, and most would have a good understanding of artillery spotting.
Describe how they train, and how long it lasts.
The second to last would be the founding of your specific regiment and any important heroes or characters from it. Describe why your regiment is important or otherwise recognized as better than the others. Make a reference to their greatest victory and their greatest defeat.
Also in this section would be mention of their most reknown leader. Much like Drang from the Mercenaries, or from GW fluff, Urskarkar E. Creed from the Cadian 8th Regiment.
The last part is the shortest. Describe their equipment. It could even look as simple as this:
Armour: Forest Green
Fatigues: Light Brown w/ Dark Brown Camo
Aquila: Gold
Weapon: Matte Black
[/b]
I certainly hope this helps you design fluff
To start, I will say that your Regiment needs a number, and unless you want to have your Regiment be one of the original founding Regiments with a lot of history behind it, I recommend making it a large, at least 3 digit, number designation.
Examples:
- Cadian 206th
- Catachan 401st
- Tallarn 224th
- Valhalan 501st
Write it at the top of your page, like this:
The Voltian 305th Regiment
The next step, think about the general idea of your regiment's type of warfare. Think of any type of army from any point in real world time. Examples include:
- Berserker Regiment
- Siege Corps (or Korps)
- Imp. Guard Marine Corps (IGMC)
- Rifle Battalion
- Mechanized Infantry
- Scout Division
Here's my own (taken from another user. Thanks to them)
IGMC (Imperial Guard Marine Corps)
and so now, all you should have is something like this:
The Voltian 305th Regiment
IGMC (Imperial Guard Marine Corps)
IGMC (Imperial Guard Marine Corps)
That's at the top of your page.
Now it's time to begin the daunting part. Don't worry, you can work on it very slowly, and take your time as you go along. Don't rush through it or you'll make mistakes and your fluff, when read through all at once, will appear inconsistant.
Begin with an overview of your planet. A huge part of an Imperial Guard regiment is the world they are from. I often put the "section" I'm writing about in a different form, such as this:
-Overview-
Then I make a space underneath, and write a paragraph or two about the just general information. I usually include these in the overview section:
- Date of discovery (M.36, for example) and who found them
- The state of the planet before it's reunion with the Imperium
- The type of world it is (Fortress, Death, Feudal, etc...)
- The approximate population level (optional)
- The description of the people (physical description)
My example:
-Overview-
Voltia is an Ocean World, a planet almost exclusively covered by water. The few pieces of land that do exist are small islands. Over the years, the ruling hierarchy of Voltia has designed metal walkways using important resources. Now, the citizens of Voltia can reach almost any location by walking or taking the Lightning Rail across the steel girder bridges that link the stations and islands together.
Voltia was discovered by Imperial Exploration teams in M.40 although few people remember when its original discovery was made and how long the Voltians had been living there. The metal bridges did not come into being until nearly five decades after its reunion with the Imperium of Man.
Voltia is an Ocean World, a planet almost exclusively covered by water. The few pieces of land that do exist are small islands. Over the years, the ruling hierarchy of Voltia has designed metal walkways using important resources. Now, the citizens of Voltia can reach almost any location by walking or taking the Lightning Rail across the steel girder bridges that link the stations and islands together.
Voltia was discovered by Imperial Exploration teams in M.40 although few people remember when its original discovery was made and how long the Voltians had been living there. The metal bridges did not come into being until nearly five decades after its reunion with the Imperium of Man.
Now, you've only just begun, though it might feel like a lot of work. Don't be overwhelmed, you will get better at it.
Next I would recommend going into slightly more detail about the people of your world. Include a -Culture- section or something like it.
In this section explain the basic day-to-day life of the people from your planet so that later on you will have a better understanding of how your soldiers would think during a battle, how they are trained during Basic, and how they would fight. Essentially, this section sets the foundation for your regiment's fluff.
My example:
-Culture-
Voltians are civilized much like most other Imperial worlds, however as most of them aspire to be a part of the Imperial Guard Marine Corps, their upbringing usually consists of more physical activity, preparing them for the trials ahead.
Although not overly militaristic, most Voltians learn essential military skills at young ages. By the time a Voltian child turns to the age of twelve, they are expected to be able to swim, hold their breath for highly extended periods of time, and field strip a rifle.
Another rather important aspect of Voltian culture obviously is its relation to the sea. All Voltians know the water. They can swim, operate water bourn vehicles and navigate the ocean with relative ease. Many make their living by fishing and exploring the waters of Voltia.
Voltians are civilized much like most other Imperial worlds, however as most of them aspire to be a part of the Imperial Guard Marine Corps, their upbringing usually consists of more physical activity, preparing them for the trials ahead.
Although not overly militaristic, most Voltians learn essential military skills at young ages. By the time a Voltian child turns to the age of twelve, they are expected to be able to swim, hold their breath for highly extended periods of time, and field strip a rifle.
Another rather important aspect of Voltian culture obviously is its relation to the sea. All Voltians know the water. They can swim, operate water bourn vehicles and navigate the ocean with relative ease. Many make their living by fishing and exploring the waters of Voltia.
Now you get into more detail about the militaristic aspect of your regiment, the whole point of writing fluff for a fake plastic army
Explain the tithe, if any, and the people's outlook on it. Explain whether the people of your world are natural born warriors, or whether they hate the Imperial Guard and would rather not fight but do it anyway for fear of the Imperium taking repercussions.
If your world does not have a tithe (which in historical terms meant a payment to the church. In 40k it means a supply of resources, soldiers being among that list) then explain why that world even produces Imperial Guard regiments at all. Every world has a Planetary Defense Force, but not all worlds supply the Guard with actual Guardsmen.
My Example:
-Tithe-
Every six years, the Imperial Guard tithe, ordered by the Adeptus Munitorum, is drawn from both the male and female population of every platform station. A regiment will be formed from the recruits of all the platforms, with each platform’s soldiers forming a single company for that regiment. In the end, such is the population of Voltia that a single Marine company will consist of nearly fifty thousand fighting men and women.
The Voltians do not resent the tithe, in fact, they would be miserable without it. They are a strong breed, thickset and muscled. Many of them are perfectly suited for close quarters fighting, and they have the records of victory to prove it.
Every six years, the Imperial Guard tithe, ordered by the Adeptus Munitorum, is drawn from both the male and female population of every platform station. A regiment will be formed from the recruits of all the platforms, with each platform’s soldiers forming a single company for that regiment. In the end, such is the population of Voltia that a single Marine company will consist of nearly fifty thousand fighting men and women.
The Voltians do not resent the tithe, in fact, they would be miserable without it. They are a strong breed, thickset and muscled. Many of them are perfectly suited for close quarters fighting, and they have the records of victory to prove it.
After you've completed that part, it's time to design the most complex part of your fluff: TACTICS!!!
You must cover every aspect. Things to include would be:
- Method of assaulting fortified positions
- Their form of general attack (mechanized, mass charge, infiltrate, etc...)
- Their prefered special weapons on the squad level
- Their prefered heavy weapon on the squad level
- Do they use Lasguns or Autoguns?
- What is their elite trooper (i.e.: vets, rangers, stormies, ogryns...)
- Their favoured vehicle
- How do they defend positions?
- Who attacks first? Vehicles or Infantry?
- Their organization on the platoon level
- Which units they would never use
My Example (It's currently incomplete):
-Tactics-
Voltians are Marines. Much like Space Marines of the Adeptus Astartes, they prefer specialized tactics that involve rapid insertion into an enemy front, utilizing frightening amounts of firepower to overwhelm the enemy’s first line of defense, striking at them with mortars from the safety of a trench or even the edge of a perimeter defense, causing the main gunline’s heads to go down and stay down.
Under the covering fire of machine guns, mortars, snipers and rocket launchers, the infantry platoons will advance with support from squadrons of Leman Russ Battle Tanks. Using the mighty and thick armour of the tanks, the infantry Marines will rapidly move up towards their objective, trusting in the marksmanship of their brothers in the support sections to keep the enemy at bay.
Each squad is armed with a Grenade launcher for dealing with lightly armoured or entrenched hostiles. This clunky but trustworthy weapon is the backbone of IGMC infantry platoon. Every squad has at least one specialist with a launcher, there to provide fire support to the otherwise lightly armed assault squad.
For anti-tank capabilities, the standard Marine platoon relies heavily on the Devil-Dog melta cannon tank based on the chimera chassis, and the Leman Russ MBT or other variants who advance alongside of them. They are meant to be rapid assault units, and cannot afford to be slowed down by heavy anti-armour weapons.
When the IGMC makes assaults on enemy held positions, they begin with a series of attacks made in very specific waves. First, in order to soften up the enemy or frighten them into submission, is a wave of Leman Russ Punisher tanks, armed with several anti-infantry weapons including a fearsome gatling cannon.
Once the front lines have been softened, the Marine infantry platoons advance, under constant fire of support weapons. Their goal is to gain a foot hold on the first line of defense for the enemy. They will rigorously move up, fortifying as they move up through hostile held positions.
For each pre-determined length (the length depending on the situation and the area they are assaulting) the infantry platoons will leave behind at the very least a single squad and a single armoured tank. This is to ensure that wandering hostiles do not recapture certain areas, cutting off the Marines from the main force.
The elite units of the IGMC are the Voltian Rangers. They are equipped with heavier armour known as carapace armour, capable of deflecting heavier enemy shots, and generally giving an air of superiority. They are armed the same, but bring along extra grenade launchers, and on occasions deploy via Valkyrie assault carrier.
Rangers know how to rapidly deploy via grav-chute, infiltrate and outflank the enemy, as well as lead full on frontal assaults. They are deadly accurate with their weapons, even while on the move. To become a ranger, a Marine must serve at least 2 full years in the Voltian Imperial Guard, and display a certain set of skills, usually involving demolitions or stealth. They are utterly ruthless in battle, and the masters of close quarters fire fights.
Of all the vehicles, weapons and troops available to the Imperial Guard the Voltians will never use the basilisk artillery tank. It is beyond their doctrine. They often will carry mortar teams into battle, but the basilisk, the griffon and the Manticore are never included among their wargear.
There are only three more aspects of designing Guard fluff that you should know.
The third to last is their training. Design their training in a way that reflects their tactics. For example, a berserker style regiment would most often be from a dark age world, and their training would include lots of "Trials of Passage" and physical training. Also, melee combat would be high amongst their training.
I have currently not finished my training section, but basically, the Voltian Marine Corps would train in marksmanship, close quarters combat, and massed firing techniques. Many would learn the ins and outs of the Chimera APC, and most would have a good understanding of artillery spotting.
Describe how they train, and how long it lasts.
The second to last would be the founding of your specific regiment and any important heroes or characters from it. Describe why your regiment is important or otherwise recognized as better than the others. Make a reference to their greatest victory and their greatest defeat.
Also in this section would be mention of their most reknown leader. Much like Drang from the Mercenaries, or from GW fluff, Urskarkar E. Creed from the Cadian 8th Regiment.
The last part is the shortest. Describe their equipment. It could even look as simple as this:
Armour: Forest Green
Fatigues: Light Brown w/ Dark Brown Camo
Aquila: Gold
Weapon: Matte Black
[/b]
I certainly hope this helps you design fluff