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 Vanaheim DCXXIII (623rd) Irregulars “Shadow Crawlers” - Imperial Guard Fluff and Roster

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jammydodger

jammydodger


Posts : 141
Join date : 2010-11-06
Location : Stockholm, Sweden

Vanaheim DCXXIII (623rd) Irregulars “Shadow Crawlers” - Imperial Guard Fluff and Roster Empty
PostSubject: Vanaheim DCXXIII (623rd) Irregulars “Shadow Crawlers” - Imperial Guard Fluff and Roster   Vanaheim DCXXIII (623rd) Irregulars “Shadow Crawlers” - Imperial Guard Fluff and Roster I_icon_minitimeMon Nov 08, 2010 4:02 pm

Vanaheim DCXXIII (623rd) Irregulars “Shadow Crawlers”
- Regimental History -
Raised alongside almost a dozen Regiments the “Shadow Crawlers” consist of press-ganged Spire scum who were caught up in a massive recruiting sweep mounted by the Imperial Household of Vanaheim. The noble families of Vanaheim's Spires favour the formation of Regiments from the inhabitants of the Lower Spire: crime rates are lowered, Imperial tithes are fulfilled and they are readily armed from the produce of the Spire itself. For the Imperial Guard however these Regiments often prove a disciplinary nightmare, as the Vanaheim mentality reassert quickly itself, leading to internecine violence, looting, racketeering and other unsavoury practices. The “Shadow Crawlers” have managed to reduce the intensity of these difficulties by creating units drawn from difference gangs and different parts of the spire, in an effort to destroy gang loyalties. Whilst friendly fire accidents are still common and non-combat death tolls still remarkably high this solution has established some measure of control over the Regiment.
This is the seventh Founding of the Vanaheim 623rd Irregulars, a Regiment with a long and proud tradition of service to themselves and, occasionally, bravery in the face of material reward. The last recorded Founding was disbanded almost a century ago, having been reduced beyond operational strength whilst serving against an Ork Waaagh! Regimental honours include three Macharian Crosses, 16 Medallion Crimson and 437 Honorifica Imperialis (awarded posthumously to the sixth Founding after their engagement in a Forlorn hope on Ryker's World), as well as all manner of less significant awards.

- Combat Techniques -
Recruited as it is from a Hive world, the Vanaheim 623rd excels in urban combat and light infantry duties. These activities suit the preferences of soldiers, whose previous combat experience consisted of short-range fire-fights and brutal close combat. Many “Shadow Crawlers” prefer to wield a pistol and close combat weapon over the standard-issue Lasgun, a preference which officers are happy to indulge. The lenient nature of officers within a Vanaheim Irregular Regiment is quite understandable, as they lead some of the most rebellious, disloyal, ill-disciplined troops around! The sympathy between officers and recruits strengthens this leniency, as both groups see themselves as ostracised by the Administratum, the Imperial Guard and Imperium at large. In the face of organisational adversity officers often have a difficult time breaking from entrenched patterns of thought: profit, survival and lastly, obedience.

- Mentality -
Raised in a Spire where life is a constant struggle for survival the average Vanaheim recruit has no more concern for the Imperium as a whole as for the Emperor himself – both are distant figures which play no role in daily life. Rather than serving proudly in the Imperial Guard, most soldiers are angered by the press-ganging which lead them into Imperial service. Having given up the familiar, if dangerous, conditions of home they instead seek to exploit the power structures of the Imperial Guard for their own benefit. Whilst some Imperial subjects might see the exercise of power as a necessary evil for the defence of Mankind, the average Vanaheimer seeks only to elevate himself, by any means necessary. Gang-ties produce tightly-knit groups of soldiers loyal only to each other and any leader capable of ensuring security, loot and prestige. The tenuous nature of any of these goals makes the position of leadership a dangerous one, of value only in as much as it is the first step on the climb to true power. Personal concerns with prestige and face make individual relations extremely difficult, so much so that gang loyalties are sorely tested on a regular basis – the strength of gangs is not shared respect and honour so much as fear of external threats. This dichotomy makes Vanaheim social conduct almost impossible for the outsider to comprehend and even harder to engage in.


Imperial Guard – Cadian
Captain 55
Sword 9
Laspistol 13

Lieutenant 42
Autogun 20

Lieutenant 42
Lasgun 28

Sergeant 36
Stubgun 21

Sergeant 36
Laspistol 26

Field Medic 32

Heavy Weapons Specialist - Flamer 36
Flamer 20

Heavy Weapons Specialist – Heavy Weapons Specialist 36
Autogun 20

3 x Guardsmen (2 x 25) 75
3 x Autogun (2 x 20) 60

2 x Guardsmen (2 x 25) 50
2 x Autogun (2 x 20) 40
TOTAL 697

Planning to use Necromunda models to represent the individual members of the gang, but need to do some more converting to attain WYSIWYG compliance. I've got some Cawdor, Delaque and Orlock. Might throw in some Ratskins, for variety, or see if I can't pick up something else of interest. The idea is that this group is a motley crew of greedy, self-serving bastards. Their loyalty is bought, their techniques barbarous and their scruples non-existent.

I would appreciate any suggestions on improving the flavour text, or the list. I admit its a bit bland (so many Autoguns!) but I'm hoping this will disappear from game 2 / 3 onwards. Individual names and (possibly) flavour text to follow in time.

Regards,

Jammer
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Arachas

Arachas


Posts : 1880
Join date : 2010-08-15
Age : 39
Location : Secret Volcano Lair in The Netherlands

Vanaheim DCXXIII (623rd) Irregulars “Shadow Crawlers” - Imperial Guard Fluff and Roster Empty
PostSubject: Re: Vanaheim DCXXIII (623rd) Irregulars “Shadow Crawlers” - Imperial Guard Fluff and Roster   Vanaheim DCXXIII (623rd) Irregulars “Shadow Crawlers” - Imperial Guard Fluff and Roster I_icon_minitimeMon Nov 08, 2010 4:30 pm

Your fluff rules! Your very own theme... I like it. My only comment would be: why don't you play Urban Fighters?

Your list is supposed to be bland starting out. They're newbies, but they'll grow, fast! And many of the more expensive options aren't worth it starting out. Really, the only difference between a lasgun and an autogun is that the former has AP6 and can be upgraded with hotshot powerpacks (which are, admittedly, pretty good). For starters autoguns are fine, as you won't have many opponents wearing armor anyway.

Couple of thing I would change:
Except for your Captain, none of your guys have even a single close combat weapon. I'd issue at least combat knives to your officers, or else they'll have a distinct disadvantage in close combat (-1 S for unarmed is a lot). In fact, the sergeants could do with a sword. Don't waste their WS4! Oh, and give your medic a pistol: it'll come in handy when you least expect it!

Where to get the points? I think you could do away with the second HWS trooper. You won't need him for a while.

Apart from those points you've got a great list: maxed out on officers (important for the post-battle sequence!) and lots of bodies. Excellent.
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Colonel Prius

Colonel Prius


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Age : 39
Location : Amersfoort, Netherlands

Vanaheim DCXXIII (623rd) Irregulars “Shadow Crawlers” - Imperial Guard Fluff and Roster Empty
PostSubject: Re: Vanaheim DCXXIII (623rd) Irregulars “Shadow Crawlers” - Imperial Guard Fluff and Roster   Vanaheim DCXXIII (623rd) Irregulars “Shadow Crawlers” - Imperial Guard Fluff and Roster I_icon_minitimeMon Nov 08, 2010 5:34 pm

I pretty much agree with Arachas on this one (although, they all already have combat knifes, except for the medic....). It is nice for 1 or two of your squad to properly be able to take care of the enemy assaulters or do some close combat finishing work of their own. Swords are great becasue of the parry rule.

Then again, shooting is awsome (says the person with pretty much only shooty armies...guard, tau, dwarves in fantasy (ok, also have tomb kings and Grey Knights, but that is just because of the cool models))
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Da Bank

Da Bank


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Location : Fort Myers, FL (USA)

Vanaheim DCXXIII (623rd) Irregulars “Shadow Crawlers” - Imperial Guard Fluff and Roster Empty
PostSubject: Re: Vanaheim DCXXIII (623rd) Irregulars “Shadow Crawlers” - Imperial Guard Fluff and Roster   Vanaheim DCXXIII (623rd) Irregulars “Shadow Crawlers” - Imperial Guard Fluff and Roster I_icon_minitimeMon Nov 08, 2010 8:37 pm

Nice write up! This was the whole concept behind our game. Storyline, fluff and more fluff. We wanted to get back to the way the White Dwarf was created, stories and fluff. You have embraced it.
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Mordheimer

Mordheimer


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Location : Elizabeth City, NC (USA)

Vanaheim DCXXIII (623rd) Irregulars “Shadow Crawlers” - Imperial Guard Fluff and Roster Empty
PostSubject: Re: Vanaheim DCXXIII (623rd) Irregulars “Shadow Crawlers” - Imperial Guard Fluff and Roster   Vanaheim DCXXIII (623rd) Irregulars “Shadow Crawlers” - Imperial Guard Fluff and Roster I_icon_minitimeWed Nov 10, 2010 3:38 am

SUPER! I devoured the background greedily! How much? Hmmm... I made the guy below look like the poster-boy for the Imperial campaign...
"Sharing; The Selfless Gift That Keeps On Giving. Donate Your Life To The Emperor!"

Vanaheim DCXXIII (623rd) Irregulars “Shadow Crawlers” - Imperial Guard Fluff and Roster Gollum-and-the-precious

A question? You are playing a Cadian Regional Platoon? Based on the description I would use the Jenkala Urban Fighters... they get to put booby-traps, which could be used to describe their 'dirty fighting' techniques.

Regarding the 'bad' gear... you are right, Rookie Squads feel 'odd'... their equipment never satisfies. But this is done deliberately, so your Squad feels like it grows as it progress!

My suggestions...

- Captain: Maximize his special rules. You can get any ONE Rare 6+ item that the Captain can use, paying full price. Get him an Armor or Chainsword if you plan to put him in Close Combat OR get him a Hellgun if he would be shooty. Twisted Evil

- Officers: I would drop all Lasguns and autoguns and or Stubers. Autoguns are good enough to start (not many people have heavy armor) and Stubbers a great pistols (you could put Dum-Dum Bullets!)

- Officers with only Combat Knives as CC weapons = dead Officers. If Orks get to you, you will be a bloody mess! You got no armor and the knife gives +1 Save and unnamed is -1 S and +1 Save. Those with Stubbers should get a Sword.

- Medic: Give him an Autopistol. Sure it IS a crappy weapon, but he can still hit and Wound with it... and a well placed Critical can drop an Ogryn!

- 2nd HWS: I would drop him... get him later with the right weapon.


The list seems playable (and fun) as you have it. This are just suggestions. They look GOOD!



Last edited by Mordheimer on Fri Nov 19, 2010 1:05 am; edited 1 time in total
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jammydodger

jammydodger


Posts : 141
Join date : 2010-11-06
Location : Stockholm, Sweden

Vanaheim DCXXIII (623rd) Irregulars “Shadow Crawlers” - Imperial Guard Fluff and Roster Empty
PostSubject: Re: Vanaheim DCXXIII (623rd) Irregulars “Shadow Crawlers” - Imperial Guard Fluff and Roster   Vanaheim DCXXIII (623rd) Irregulars “Shadow Crawlers” - Imperial Guard Fluff and Roster I_icon_minitimeMon Nov 15, 2010 3:18 pm

Haven't worked out the new list completely yet, but will do as suggested, dropping the 2nd HWS and rearranging some of the equipment (downgrading some bits, upgrading others). Here is the personal fluff for each ruffian, except the bog-standard recruits. I'll probably wait until I actually get a chance to play them before I spend time on that.
I mentioned earlier that I'd get some photos up of models, which I haven't had time / effort for over the weekend as I was working on Lictor miniature, DS "Army Lists" for Dark Eldar, Squats, Genestealer Cults, Tyranids and an expanded Imperial Weapon list. The lists are just names and rough profiles, but I thought it might be of use in concreting some ideas (maybe for me, maybe for DS Design Team).
Anyway, on to the bad boys...

Captain – Boss Gerontius
“One of the nastiest pieces of grox-filth to ever have left Vanaheim.” posthumous attrib. Commissar Rorche
Selection for the rank of “Boss”, the Vanaheim equivalent to Captain, is through a process of suitability testing. Gerontius was found to be unsuitable for such a position: too independent, too violent and too greedy. These were, unfortunately, exactly the characteristics which made him so popular to the men he served alongside. In a carefully planned operation Gerontius manoeuvred himself into power, through a combination of murder, bribery and forgery. No matter how secure he might seem the twin threats of fearful superiors and rebellious underlings continues to plague the Boss' position.

Lieutenant – Enforcer Quiris
“These xenos bastards aren't so tough. Spend even three weeks in a detritus mine – that's tough.”
Originating from the deepest bowels of the Vanaheim Spire Quiris has led a life of the greatest hardship. Even amongst the dwellers of the Deep Spire it is recognised that those few souls who eke out a living in the detritus mines are tough. Quiris is one of the few who lived in such terrible conditions, sifting through the compacted waste of millennia. Beset by mutants, unsanitary conditions, disease and natural disasters the press-ganging came as something of an escape for Quiris. Whilst others complain that their lives were unjustly stolen from them, this young man is driven by the potential for gain he sees around him. His physical hardiness, paired with his boundless energy quickly saw him elevated to the rank of Enforcer.

Lieutenant – Enforcer Urban
“Only in YOUR death does MY duty end.” corruption of standard Oath of Loyalty
Urban, once renowned as a bounty hunter in the Deep Spire, was caught up in the trawl nets of the press-gangs, just as surely as the criminals he once hunted. Having spent his entire adult life alone, tracking criminals across the Spire, induction into the Imperial Guard has been difficult for Urban. Although a consummate shot and a master of close combat Urban does not like the responsibility of leadership and has so far been unable to develop interpersonal relations with the soldiers under his command. It is this very isolation which makes him so useful for enforcing the Boss' will and garnering the frightened respect of his men.

Sergeant – Brute Temujin
“What? What? You want me to shove my hand down your throat? Frak off!”
Life in the Spire is a constant battle, against gangs, the environment, starvation, the Arbites, Up-Spire Brats and a thousand other dangers. Having someone to guard you whilst you sleep, back you up in a fire fight and share any food they find with you will increase your life expectancy. Temujin was never willing to subordinate himself to anyone, but realised he didn't have many options. Challenging his gang leader ended in disaster as he defeated the older man, but was rebuked by the other gangers, whose disrespect he repaid with death. This brutal reputation has robbed him of any chance of leading Spire folk, but his violence and legendary reputation are useful tools to a canny manipulator of men.

Sergeant – Brute Kresimir
“Forward, for the loot!” common battle-cry of Vanaheim Spire regiments
Kresimir joined a Spire gang at the age of 13 (Standard Vanaheim), quickly becoming a right-hand man in The Stalkers gang. Lacking the panache and charisma necessary to actually lead a gang he has never risen high in the gangs, but remains a perennial secondary figure. Whilst he lacks the imagination to plan a raid on an opposing gang, he can be trusted to check the gang's equipment, trade with gunrunners and keep the boys on task when it comes to the actual raid. These skills, often over-looked in gang life, are vital to the proper functioning of any military force. Induction into the Vanaheim 623rd has only expanded the scope of his role, rather than changed it in any fundamental sense.

Medic – “Patch” Hammurabi
“What in the Eye did I do to end up here?”
In the Spires of Vanaheim medical attention is exclusively reserved for those members of the High and Middle Spire. The unfortunate masses of the Spire Deeps have to make do with the rough and ready medical care provided by travelling medicae. These healers range from witch doctors to trained Ecclesiastics, and quack-salvers to Grox veterinarians. Hammurabi wondered the Underspire for his entire life, first with his family, before being apprenticed to another medicae. His press-ganging has not damaged his line of business, as he now peddles a range of illicit medicines to the men of the 623rd.

Specialist – Plamen “Hot top”
“Burn the heretic.”
In the bowels of the Spire gang combat is close and brutal. On these violent battlefields the use of close support weapons is crucial – a well-placed burst of flame can turn back a charge, cover an allied assault, or terrorise an enemy into submission. Few gangs have access to the necessary weaponry but finding the psychopaths to carry the deathtrap weaponry is much easier! Plamen was one of these crazed individuals and has continued totting heavy weaponry now that he serves in the Imperial Guard. Whether the promethium fumes have rotted his brain any further than the numerous toxins of the Spire is a subject open to some debate, extensive betting and the occasional fist-fight.

5x Guardsmen – Grigorii, Jurian, Lucan, Adalwolf, Audo
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Mordheimer

Mordheimer


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Vanaheim DCXXIII (623rd) Irregulars “Shadow Crawlers” - Imperial Guard Fluff and Roster Empty
PostSubject: Re: Vanaheim DCXXIII (623rd) Irregulars “Shadow Crawlers” - Imperial Guard Fluff and Roster   Vanaheim DCXXIII (623rd) Irregulars “Shadow Crawlers” - Imperial Guard Fluff and Roster I_icon_minitimeFri Nov 19, 2010 1:39 am

BRAVO!!! Superb background. You earn Like a Star @ heaven Like a Star @ heaven Like a Star @ heaven Like a Star @ heaven Like a Star @ heaven !!!

Very... VERY good!
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PostSubject: Re: Vanaheim DCXXIII (623rd) Irregulars “Shadow Crawlers” - Imperial Guard Fluff and Roster   Vanaheim DCXXIII (623rd) Irregulars “Shadow Crawlers” - Imperial Guard Fluff and Roster I_icon_minitime

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