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{{LRegiment|Uniform= | {{LRegiment|Uniform=TetuanisColors.jpg|Uniform PX=200|Miniature=TetuanisMini.jpg|Miniature Px=200|Name=Tetuanis Mechanized Infantry|Homeworld=Tetuanis|Specialties=Lightning Warfare, Urban Warfare|Regiment Type=Mechanized Mixed|Appearance=Urban Grey Fatigues, Light Blue Armor, Dark Leather}} | ||
== Overview == | == Overview == | ||
Tetuanis Mechanized Infantry are regiments of the Imperial Guard from the Hive World [[Tetuanis]]. Located deep in subsector Confedus, Tetuanis nonetheless has experienced strife and as a result has a strong martial culture with regiments steeped in tradition. | Tetuanis Mechanized Infantry are regiments of the Imperial Guard from the Hive World [[Tetuanis]]. Located deep in subsector [[Confedus]], Tetuanis nonetheless has experienced strife and as a result has a strong martial culture with regiments steeped in tradition. Although the Tetuanis Mechanized Infantry are most often found battling the forces of Nurgle's followers, they can be found on battlefields across Eternum and the Galaxy at large. | ||
== Recruitment and Training == | == Recruitment and Training == | ||
Most standard guardsmen come from the best of the PDF of the hives of Tetuanis, with some volunteering. Others are conscripted by bad luck, others to avoid sentencing, and some are in the wrong place at the wrong time. Regardless of how they joined, all guardsmen go through basic four month training. After basic, most are shipped to warzones, but those who volunteered or impressed training officers can be selected for advanced training. Advanced training teaches enhanced tactics and primes the trooper to become a veteran one day. Advanced training is brutal, with a non negligible rate of casualties for every class, but those who survive may very well earn a place in 1st or 2nd company. With that comes not only a stronger chance for survival with greater support, but better living conditions, food that isn't recycled corpses, and more common luxuries like plentiful recaf and lho sticks. Press gangers lay on the other end, with few guardsmen even bothering to learn their name due to the high likelihood of their death. | Most standard guardsmen come from the best of the PDF of the hives of Tetuanis, with some volunteering outside of mandatory conscription. Others are conscripted by bad luck, others to avoid sentencing, and some are in the wrong place at the wrong time. Regardless of how they joined, all guardsmen go through basic four month training. After basic, most are shipped to warzones, but those who volunteered or impressed training officers can be selected for advanced training. Advanced training teaches enhanced tactics and primes the trooper to become a veteran one day. Advanced training is brutal, with a non negligible rate of casualties for every class, but those who survive may very well earn a place in 1st or 2nd company. With that comes not only a stronger chance for survival with greater support, but better living conditions, food that isn't recycled corpses, and more common luxuries like plentiful recaf and lho sticks. Press gangers lay on the other end, with few guardsmen even bothering to learn their name due to the high likelihood of their death. | ||
====== Drivers ====== | |||
Drivers of the myriad of vehicles used by Tetuanis Mechanized Infantry regiments are predominantly recruited from the Arbuston population and have experience driving the plains and wastes of Tetuanis in some capacity, though Urbanates can be found in the driver seat frequently as well. Drivers are trained to operate one specific type of vehicle (most frequently Chimeras) and are rarely omni-discplinary, though the relatively easy to understand nature of Imperial control systems does allow for some cross capability. Guardsmen assigned to drive are attached to a specific Company, Platoon, or Squad, and will stay with the same vehicle for most of their career. | |||
====== Conscripts ====== | ====== Conscripts ====== | ||
Conscripts | Conscripts, feeder regiments also known as ''Pluvium'', are drafted populace that utilize sanitized bleached helmets, drab khaki surplus fatigues, with sanitized bleached armor. They must have at least one confirmed kill and survive two battles to earn their Tetuanis master regiment's colors and markings. Rarely, a conscript can impress their NCOs and earn regimental markings by holding the line or otherwise going above and beyond what more proper Guard regiments expect from conscripts to earn a promotion to a full regiment. Multiple conscript squads are attached to a single commissar, who is quick to execute any who falter. Although relatively useless against the average foes of Nurgle, conscripts make useful stopgaps to either hold the line or, for the more desperate commanders, tie up enemy units to protect more valuable assets. Conscripts are generally used on defensive missions, but occasionally will be brought on an offensive mission if either a meatgrinder is expected or the area denial their large numbers bring would prove useful. During a liberation campaign, conscript regiments will impress local citizens to replace losses sustained during the campaign. The press gangers are put through rushed training, handed excess conscript or requisitioned PDF armor and weapons, and assigned to guard low importance targets. Even low importance targets are frequently attacked, and casualties among press gangers routinely exceed 95%. Any that survive a campaign are officially inducted as ''Pluvium'', given standard conscript armor and treated as a normal conscript. Pluvium are assigned to a conscript regiment which is in turn 'slaved' to a proper Mechanized regiment to serve them as needed. Feeder regiments are given temporary designations and rarely carry a name for longer than a few battles and will quickly be left behind if the Mechanized master regiment needs to quickly maneuver, with the remaining conscripts folded into line infantry regiments. | ||
====== Penal Troops ====== | ====== Penal Troops ====== | ||
Sometimes, in lieu of being judged, a prisoner can elect or be assigned to serve in a penal unit. These units are part of the feeder regiment, and are kept in line with explosive collars controlled by a | Sometimes, in lieu of being judged, a prisoner can elect or be assigned to serve in a penal unit. These units are part of the feeder regiment, and are kept in line with explosive collars controlled by a commissar, NCO, or the conscript's commanding officer. Wearing orange prison jumpsuits, penal troops are used where ''pluvium'' would be exceedingly wasteful, either minefield clearing or temporarily delaying a vicious foe. The mortality is incredibly high, but those that survive may (very rarely) eventually earn a pardon that accompanies induction into a proper regiment. | ||
====== Veteran Squads ====== | ====== Veteran Squads ====== | ||
Veteran squads were originally mostly comprised of survivors from the regiments involved in the invasion of Hive City Hyacinthum during the | Veteran squads were originally mostly comprised of survivors from the regiments involved in the invasion of Hive City Hyacinthum during the Tetuanis's Civil War, whose experience fighting in the ruins of a fallen city have been steeped in tradition and passed down from veteran to veteran. Veteran Squads are marked by special markings unique to their company, and all receive a Golden Aquila instead of a silver. Over time, this 'gold' fades to factory silver, which serves as an informal indicator of the squads experience. Veteran squads are given a large amount of leeway with normal standards, with squad dress regulations and organization determined by the Company Command. Veterans also normally differ from the standard Guard infantry squad's loadout, with a squad taking extra special weapons like Plasma Guns or Melta guns, depending on their Squad's role and skills. Veterans have proven to be a useful force multiplier and strike squad for many Tetuanis regiments. | ||
====== Tetuanis Accuracy and Stickabugs ====== | |||
Most of Tetuanis's population grows up from a young age having some familiarity with simple low power single shot firearms such as autoguns and stubguns, both to hunt for food in the plains and depths of the hive, and to fight off the native Tetuanis Stickabug. Stickabugs are an aggressive, rapidly reproducing xeno fauna that can colonize an area quickly and pose a serious threat to any civilians unlucky enough to be nearby. Measuring roughly a foot by foot and weighing 70lbs, Stickabugs have a thick chitin plating that makes the normal melee implements available to civilians all but useless, requiring accurate shots to the head to put down. Stickabugs are omnivores, eating refuse and whatever they catch, and feed by latching on to a person ("sticking"), and releasing a toxic gas to incapacitate them before feasting. Luckily, the Stickabug must be latched onto a victim to emit the toxin in sufficient volume to work, which gives a shooter a decent frame to fire. Since it takes an accurate shot to the head or a vulnerable spot in the shell, most Tetuanis recruits can accurately fire under pressure, so long as they don't move. This carries over to the guardsmen who volunteered or were recruited, and even a conscript can be a decent shot under the right circumstances. Luckily for the more well off Tetuans, Stickabugs are only an issue in the underhive and occasionally the lower and middle hives, as well as more the plains and wastes between hives, which is, coincidentally, all where most recruiting of line infantry is done. While officers won't have the rough upbringing that necessitates killing stickabugs, one of the most popular pastimes on Tetuanis is "Pin the heretic on the head", played with ornate firearms. As officers are often recruited from the nobility, they too are excellent at accurate shots (assuming they can stand still and don't have to move and shoot). | |||
This extends to vehicle gunnery crews, as the Arbustons that predominantly make up the crews and drivers have experience in 'shoot and scoot' in gunbuggies on the plains, the only somewhat safe way to take down Stikkabug queens and Stikkabug warriors that can rival a Chimera in size. This works well for the Mechanized Infantry, as the same skills help them reliably drive and fire in combat. | |||
====== Fighting the Minions of the Plague ====== | |||
The knowledge garnered from its civil war and frequent engagements surrounding '''Hyacinthum''' has allowed Tetuanis regiments to fight against Nurgle's plagues and servants, not only with medical and triage knowledge but with the faith that they have beaten them before. Regiments are built off decades of experience, and the best of them are directly reinforced due to on-site conscription rarely meeting the high standard of Tetuanis guardsmen. However, these men are still men, and where the Astartes or Sisters of Battle can fight daemonic plagues, guardsmen are vulnerable to the sick plagues of Nurgle. Ministorum preachers work closely with Tetuanis regiments side by side with chirurgeons and medicae servitors, the faithful are somewhat shielded from the diseases but will still fall ill without treatment and any commander with experience will quickly prioritize shutting down warp portals and warp power sources to remove the worst threats. | |||
For the average Tetuanis guardsmen, close combat is a death sentence with their standard opponents. Even if they survive the melee, the diseases inflicted upon them will generally result in the squad receiving the Emperor's peace. Only at range are they somewhat safe from disease and only those shielded by fervant belief and holy antibiotics and anti virals can hope to survive exposure, but not all guard have enough fervor to protect them, and large amounts of mercy killings are always present after close combat with the most pestillant of Nurgle. | |||
When close combat is required, commanders are quick to use protected forces, either the Stormtroopers or veteran squads (protected by rebreathers, sealed armor, and holy plasma and melta), vehicles (protected by sealed armor systems, ventilation, and firepower), or Bullgryns (protected by massive rebreathers, implants, and the blind steadfast faith of an Ogryn). | |||
== Organization == | |||
[[File:812thOrgchart.png|thumb|Tetuanis Regiment Organization]] | |||
Tetuanis Mechanized Infantry regiments are a mixed heavy mechanized force, tailored for the harsh conflict of urban warfare against the followers of the Plague God. Equipment is tailored for close to midrange encounters, with flamers and plasma guns commonplace. Some units may use more advanced melee weapons, but given their average opponent only those shielded by faith and holy technology will generally use them. While not as abundant as flamers and plasma, most combat forces will be accompanied by sniper support units to take out the most pestilent enemies. Vehicles are similarly equipped, with mid to short range firepower preferred. The Executioner variant of the Lemen Russ is particularly favored, as are close range sentinels supported by the heavy guns of Basilisks and rockets of Manticores. Rapid strike units and shock troopers generally carry melta guns to quickly annihilate their target. Armor and IFVs are used to spearhead a hole in enemy lines, where dismounted infantry dig in and begin pressing their advantage. Infantry support artillery such as basilisks can often be found in the rear guard of these spearheads to lob Earthshaker rounds into vulnerable enemies far more accurately. | |||
Squads will occasionally split into two fireteams, allowing a single squad to cover more ground efficiently. The secondary fireteam will be led by the most senior guardsman, generally a corporal. Every guardsmen is issued their own commbead, allowing the squad to stay in touch with each other even after splitting into fireteams. Squad commbeads are low range and generally only have enough distance to allow the squad and any allied squads nearby to communicate, but can be augmented by a vox relay carried by a dedicated vox operator. | |||
====== Regimental Numbering ====== | |||
Regiments are numbered on their founding date, how many times they have been formed/reformed due to total destruction starting with 1, and their identifier number. For example, the 812th is part of the 8th founding, 1st iteration (regiment has never been completely destroyed), 2 as identifier. The second number is capped at 9, if the regiment has been reformed more than 9 times it would be either honored with removal of the number (becoming a two digit regiment) or removed and merged into other regiments. Foundings are measured by ages, so both the 812th and the 8423rd would have been founded during the 8th founding. Current founding date identification is 9. The last digit is limitless, the lower the number the longer the regiment has existed. Due to the potential length of that number, some regiments will use that number alone to identify, while still being officially known as the full identifier. Ex, the 84929 would be the 929th regiment. Some regiments of high standing will not merge and instead receive reinforcements or have other weakened regiments merged into them, generally done when the regiment has proven themselves repeatedly and their markings inspire faith. The 812th is one such regiment. | |||
====== Company Organization ====== | |||
Company organization is based off type of company, being infantry or armor. 1st, 2nd, and 3rd Company are mostly comprised of the most experienced Guardsmen and specialists, though as a campaign progresses casualties necessitate pulling in fresh troops from the reserve companies. Ideally, replacement troops are selected from those who have survived a campaign or completed a year of full training, but since they replace all companies and are spread out as evenly as possible to every company the replacements are often inexperienced and green. The 5th and 10th companies are armoured companies, with the best being 5th company led by Colonel Whitman in his Lemen Russ Overlord. Specialized support elements generally do not belong to a specific company, instead organized at the regimental level. Vehicles like Valkyries, Vendettas, Breaching Drills, etc... are organized in squadrons or lone assets and either report directly to regimental command or are assigned to a specific company temporarily. Standard rank applies, so a Captain from 2nd Company ordering a Valkyrie to change a mission ordered by a lieutenant would force the Valkyrie to change mission. Doing this without an extremely justifiable reason will result in severe disciplinary action. | |||
====== Vehicle Organization ====== | |||
Vehicles are normally permanently attached to a regiment, and use the founding number (the first of the 3 digit number). The vehicle will have the founding number on one side, and their squadron number on the other. The lead vehicle will generally have a 1 or 0, though this varies based off regiment and company. Vehicles will also have a name affixed to their armor. Due to the loss of Hyacinthum, vehicles are prioritized and protected as much as possible with guardsmen lives, a loss of a Lemen Russ Executioner can set back a regiment for months while a total loss of a Shadowsword or Baneblade could damage the regiment (and their reputation) forever. | |||
Several Hyacinthum vehicles survive today, easily identified by their lighter blue patterns. Transports are marked with a yellow square inside a blue or squad marking. Command Chimeras have a black painted section of armor with a marking for the company commander who utilizes it. There are several exceptions, and each squad is ultimately allowed to utilize their own marking scheme in accordance with company command policy. | |||
====== Sergeants ====== | |||
Sergeants of the Tetuanis Mechanized Infantry are experts in morale, combat, and leadership, with most sergeants leading the squads they were once in. When a squads current sergeant falls, the squad's most senior or experienced guardsmen is promoted. When a new squad is formed, the platoon commander is responsible for selecting the sergeant from his existing subordinates, often picking the next in line for promotion. Sergeants can receive new weaponry as they earn honors and prove themselves on the battlefield, but most will die with the standard chainsword and las pistol. For those who have earned the right, rare plasma pistols are a favorite among sergeants who lead close combat missions, while those who lead squads focused on longer range support generally prefer a bolter, although those are less common for Tetuanis regiments to carry. Veteran sergeants generally wear the ''Aquila Aurea'', while standard squad sergeants use the standard metal Aquila. Occasionally a veteran sergeant may be put in charge of a standard squadron, generally due to squads merging during a campaign or a squad entrusted with an important mission that could benefit from their experience. Depending on their experience and qualifications, a sergeant may progress into one of three loose classifications, Generalist, Vanguard, or Force Recon. Generalist are the most common, with the most natural progression for most sergeants. Equipped with las, bolt, or plasma pjstols and most commonly a chainsword or, more rarely, a powersword, generalist sergeants make up the bulk of sergeants with a jack of all trades, master of none approach. | |||
Vanguard sergeants are exceptionally tough individuals and utilize some of the same equipment as shock troopers, as well as bolt rifles to secure and hold positions until the rest of the army catches up. Generally they have either served as a shock trooper or served a long stint in the Guard, fighting and winning against untold horrors. Vanguard sergeants generally wear light blue colors to increase their visibility. | |||
Force recon sergeants are the most radical, most forgoing the majority of their armor for faster movement and quicker reaction times. Generally armed with a bolt rifle and their long-knives, force recon sergeants excel at scouting and skirmishing enemy forces. Clad in light grey fatigues, force recon sergeants blend into urban environments. | |||
All grades of sergeants can lead guardsmen squads on varying missions, the sergeant's experience molding the men to the role they need to play. | |||
====== Officers ====== | |||
Most officers originate from one of four military academies on Tetuanis, dominated by those in the nobility. Training consists of brutal combat training where casualties are common and rigorous military study. All who enter one of these academies either leave an officer, or as a body for more corpse starch. This brutal training and education, coupled with intense examinations of piety and loyalty, form bonds as strong as ceramite between future officers. During regiment founding, officers are chosen from the same school to promote cohesion, from the command staff all the way down to platoon Lieutenants. Even with all this training, they are still viewed as green until they've had their first campaign and survived. | |||
Officer casualties are generally filled by battlefield promotions that will become permanent barring a complete failure in the chosen, but if an eligible individual isn't available the regiment will request additional officers from the academies. Since this takes time, and often must wait until the regiment is reinforced through a Munitorum contracted ship, units may instead be commanded by someone the regimental commander trusts (from the logistics officers all the way to a sanctioned psyker in rare cases). Though rare, it is also possible for a lower ranked individual to temporarily command at a higher capacity (eg, a 4th platoon Lieutenant commanding their company or battlegroup). There is always a small chance their leadership eclipses what the academy replacement can do, but this temporary leadership is almost always removed once the proper replacement is found. In a pinch, commissars or vehicle commanders can step up to temporarily command. | |||
====== Shock Troopers ====== | |||
Veterans who specialize in close combat, shock troopers wear full protection respirators along with armor sewn greatcoats. Using a mix of shotguns and melta weapons (though some squads stick with lascarbines or plasma), shock troopers excel in close combat while being offered more protection by their gear than average flak armor. Shock Troopers are organized on a regiment by regiment basis and recruited from veteran squads that excel in close combat. Not every regiment utilizes or has many Shock Trooper squads, as both gear and the mentality required are rare. Sergeants wear similar protection to the standard Shock Trooper, and generally carry a reinforced plasma, bolt, or las-pistol, designed to withstand the rigors of close combat and trench warfare. | |||
Fatalities are high among shock troopers, and thus the soldiers generally have a pessimistic, grim outlook on life. Though unnerving to other guardsmen, none can deny their efficacy in close combat against Nurgle's followers. Though rare, occasionally shock troopers will be added to a standard veteran squad or vice versa, either due to casualties necessitating merging or tactical situations changing. Shock troopers always carry their lascarbines, plasma carbines, shotguns or melta guns, even after merging or tactical reassignment, thus they are generally only added to squads that expect to see close combat. Shock troopers make use of specially designed melta guns that are reinforced against damage expected from close combat operations. Two patterns of melta are used, the ''Arsonis'' which most utilize fuel packs on their back, but they can also be disconnected from the pack for higher mobility at a cost of lower ammunition, and the more traditional Munitorum pattern melta. Shock trooper squads are marked by a colored ridge on the helmet, only troopers who have come back from a sucessful mission are allowed to wear the color. Squad sergeants wear the squad color underneath a red plume or have an Aquila over their pauldron's color. | |||
Due to their nature of close combat against the most pestillant, shock troopers must be closely monitored for any sign of infection or malaise. Their gear normally protects, but all it takes is one worn component or an especially corrosive disease. A large component of training for Shock Troopers is comprised of gear checks, gear donning drills, and preventative medicine. Standard medical care makes use of antibiotics and antivirals, but for the most extreme a Ministorum priest is assigned to bolster the patient's faith to use it as a shield against infection. Shock troopers are incredibly well drilled and disciplined, but this skill is equally matched with a fatalistic arrogance which hardly endears them to their fellow guardsmen. | |||
====== Regimental Master of Colors ====== | |||
The Master of Colors is an officer whose sacred duty is to carry and maintain a Tetuanis Mechanized Regiment's original Regimental Colors from its original founding. The Colors serve as a rally point, morale booster, and source of faith for all in the regiment, and while it is a great honor to be the Master of Colors, it is also a grave duty, as losing the colors or failing to maintain them will end in a summary execution for the officer. While his primary duty is to carry the Colors, the Master of Colors is a fully fledged officer and can issue orders. Not attached directly to any company, the Master of Colors is instead a member of the regimental command staff. | |||
====== Medicae Organization ====== | |||
Due to the nature of Tetuanis's most common enemy, all guardsmen are given very basic medical knowledge during training. Guardsmen who volunteer, show aptitude, or chosen are assigned as squad medics. Squad medics carry emergency medical supplies for their squad, and are responsible for keeping a wounded soldier alive long enough for the platoon's combat medic to arrive and triage. Each platoon has their own combat medic, who reports to the company chirurgeon (commonly called company medic). Most injuries are treated by the platoon medics, but they focus more on stabilizing. The company chirurgeon coordinates and prepares the platoon medics for conditions expected, as well as examining who can be saved and who can not. If the injury or ailment cannot be solved on the field, the company chirurgeon will send the soldier to the regimental medicae for treatment. There, the patient is either treated or stabilized for transfer to a medicae facility and judged to see if they warrent augments and bionics. The regimental medicae is responsible for preparing as much as possible for the expected ailments and injuries in a campaign, as well as setting the standards of treatment. For example, if the afflicted is suffering from a warp born disease, but all heretical activity has been eliminated and they're in a place of faith, antibiotics may save them. Whereas if they catch a Nurgle plague next to a warp rift, the best cure is a bolter round. | |||
Squad medics are members of their respective squad, while platoon medics and company chirugeons are part of their respective HQ element. the regimental medicae detachment is attached directly to regimental command. | |||
====== Armor Organization ====== | |||
The workhorse of armored companies, the Leman Russ has several different configurations that all see use in different situations. The bulk are utilized as medium armor, fully loaded with sponsons, tertiary weaponry, additional armor and track guards, all used to deliver a devastating blow and hold ground when needed. Light armor takes the opposite approach, stripping off all gear that's not essential to move far quicker at a cost of less firepower. Although lightly armed compared to their medium siblings, light tanks still make excellent use of their primary weapon (generally the battle cannon) and often sport gunners that not only match medium tank gunners but often beat them since they only have one shot and any serious return fire has the potential to take them out. Light armor follows the same general hierarchy the rest of the company follows, but squads generally have more leeway to carry out their mission since they often form the tip of the spear and must rely on what they see for military intelligence. | |||
Each armored company possesses a Mechanized Recon unit comprised of 3 Armored Sentinels designed to support proper armor advances. These Sentinels will be armed with a different configuration of weaponry, but focus more on signals and optics. Logistics and Maintenance companies also accompany armor companies to ensure battle damage can be repaired without requiring the regimental service detachment save for more serious issues. | |||
====== Artillery Organization ====== | |||
All artillery, outside of light mortars used by infantry, are attached to an armored company. Similar to infantry, the lower the company number the more skilled the crew is. The artillery of a company report to the Artillery Commanding Officer, who in turn reports to the Company's Commander. For example, in the [[812th Tetuanis Greyhounds|812th Greyhounds]] all 5th company artillery reports to Major Werfe, who then reports to [[Colonel Whitman]]. The artillery CO is generally given full authority to command their subordinates, with the company commander issuing fire support priorities or standing orders. Due to the unnatural resiliency of Nurgle's forces, Basilisks with the mighty Earthshaker cannon are the predominant artillery platform, though Manticores and Wyverns also are commonly found. | |||
Manticores are used for rapid strike manuevers, where the Storm Eagle rockets saturate and area as tanks charge in, while the Wyverns are used against the less cursed of Nurgle, plague zombies and cultists. Though rare, some regiments have a small number of Colossus Bombards, primarily used for breaking entrenched enemies and fortifications. Manticore crews are chosen from the most adept Basilisk crews, and are further screened by the Manticore's temperamental machine spirit. Those who show proper reverence man the Manticore, and spend more time praising the machine, speaking litanies of faith, and appeasing the machine spirit than setting up firing solutions. Still, the firepower it brings is unparalleled and they are utilized heavily in warzones where Militarum Command expects heavy resistance. Most Manticores are older than the regiments that crew them, and are veterans of countless wars. Rare among vehicles, Manticores always bear golden Aquilas, denoting their importance. | |||
Artillery is organized into 3 squads and one battery at a baseline, though this can differ dependant on the regiment. For example, the 812th's 5th Company has two Support Squads with 3 Basilisks and 3 Manticores respectively, supported by a heavy artillery battery that utilizes a Colossus Bombard and towed Earthshaker cannons. 5th Company also possesses a Close Fire Support Squad composed of 3 Wyverns, though some regiments use Thunderer Siege Tanks for Close Fire Support. | |||
====== Signals Detachment ====== | |||
The Signals Detachment is a small, though crucial component of regimental command for it is they who are responsible for coordinating communication and relaying orders to the regiment's companies and other regiments. Composed of one officer who is the regimental Master of Vox, seventeen Guardsmen, and one communication Taurox, they'll rarely be found in the thick of combat though they fight their own war - securing their regiment's communications and intercepting enemy vox chatter where possible. | |||
====== Service and Transport and Logistical Detachment ====== | |||
The service detachment contains the Quartermaster and his supporting staff, responsible for requisitioning and coordinating the massive amounts of ammunition, fuel, food, and other supplies needed by a regiment on the move. Utilizing trucks, Trojan Support Vehicles, Atlas Recovery Vehicles, and more, the Service Detachment is responsible for delivering supplies to each Company as well as assisting the attached enginseers repair efforts. Guardsmen in the Service Detachment are not combat troops, though they are an incredibly appealing target to enemies seeking to disrupt the Regiment's supply train and as such are armed similarly to Veteran troops. The Service Detachment works closely with the Transport and Logistical Detachment to coordinate the regiment's baggage train. The Service detachment is part of regimental command, while the Transport and Logistical Detachment is a member of the support company. | |||
====== Assault Engineer Detachment ====== | |||
The Assault Engineer detachment is composed of both combat engineers and pioneers, specially trained military engineers who excel in constructing fast fortifications or needed structures like pontoon bridges. Combat Engineers accompany the Hades Breaching Drill and are in charge of the Cyclops Demolitions Squadron, while also carrying large amounts of satchel charges, bangalore torpedoes, and demolition charges. Combat Engineers are responsible for laying these explosives for a myriad of reasons, from debris clearing for the transport column, clearing minefields, or setting demolition traps. The Assault Engineer detachment is part of the support company. | |||
====== Aircraft Transport and Assault Detachment ====== | |||
Although rare for regiments other than Drop troops, Tetuanis's production of Valkyires and its variants allow her regiments ready access to Valkyires and variants. Each Tetuanis Mechanized Regiment will possess 3 flight wings, though their exact makeup depends on the regiment's purpose and strategy. The 812th, as an example, has one flight wing of Valkyires, one wing of Vendettas, and one wing of Vultures, whereas the 316th have 3 wings of Valkyires. The Valkyires are used for both supply runs and combat drops, where the combat aircraft are used to support both the Mechanized and Armored companies. If the regiment possesses a Naval Officer attache, they will normally help coordinate operations using their experience in the fleet. | |||
The Aircraft Transport and Assault Detachment is under the support company, though in practice they are insular and report directly to regimental command. Each wing is led by an officer responsible for coordinating their wing, with the most senior officer of all wings leading the detachment. Any officer in the regiment can request aerial support from the wings, though they are oft predisposed serving the strategy of regimental command or theater command. | |||
== Equipment == | ====== Length of Duty and Retirement ====== | ||
Most Guardsmen will not live to old age, but the few who do live that long in the regiments of Tetuanis are offered two choices provided they've completed their current campaign. If they've fought hard enough and earned commendations they are offered positions of command in training reserves, or advisory roles in their regiment. Depending on rank and status, some may even receive Juvenet treatments, though most simply get better healthcare to serve a little longer. Alternatively they can also choose to retire and settle the current world or worlds they fought on or (most commonly) return to Tetuanis, if possible. Guardsmen who are severely injured but can't return to duty through Augmentics or who aren't worth the cost of Augmentics are also discharged in this manner, referred to as a medical discharge. Depending on the type of discharge, they may get a pension to live out the rest of their days on. Those who retire electively always receive a pension. Medical discharges who served admirably but cannot serve any longer (either due to severe damage even Augmentics can't fix or where the cost of fixing the damage is obscene) are allowed to return to Tetuanis and take part in the Procession of Honor. | |||
====== Procession of Honor ====== | |||
Soldiers or regiments returning from service, either permanently or on leave, always take place in the procession of honor before enjoying their time off. For individual guardsmen, this takes place as an award ceremony that gives them a fairly nice home in the Hero's Spire, which is attended by the planetary elite and any commoners lucky enough to get a seat. This serves not only to reinforce the soldier's loyalty and gives the soldiers still fighting more reasons to fight hard, but serves as a recruitment pitch for any who want to move out of the lower spires. The number who survive long enough to do so are incredibly low, but it's an effective tool all the same. | |||
== Equipment and Markings == | |||
Tetuanis Guards Regiments are supplied with Kantrael Pattern MGXII Lasguns, Filimars Pattern IEV Laspistols, and standardized flak armor and fatigues though there are some variations dependent on regiment and theater. A wide range of vehicles are utilized by Tetuanis Mechanized Regiments, including standard vehicles like Leman Russ Tanks, Chimeras, and Sentinels, but also more rare vehicles like Colossus Bombards and Cyclops Demolition Vehicles. | Tetuanis Guards Regiments are supplied with Kantrael Pattern MGXII Lasguns, Filimars Pattern IEV Laspistols, and standardized flak armor and fatigues though there are some variations dependent on regiment and theater. A wide range of vehicles are utilized by Tetuanis Mechanized Regiments, including standard vehicles like Leman Russ Tanks, Chimeras, and Sentinels, but also more rare vehicles like Colossus Bombards and Cyclops Demolition Vehicles. | ||
====== Bionics ====== | ====== Bionics ====== | ||
Though not as advanced as those used by higher ranked members of the Imperium, the most experienced soldiers and officers of the Tetuanis Mechanized Infantry are occasionally augmented. This is always in an effort to save their life for future service versus an efficacy augment. Bionics have become an informal reference to see who's served in combat the most, for those who have fought many battles it's common to see mismatched bionic limbs. Still, outside of the highest ranking officers, bionics are chosen for quantity over quality and they are just enough to bring the guardsmen back to operational status. | Though not as advanced as those used by higher ranked members of the Imperium, the most experienced soldiers and officers of the Tetuanis Mechanized Infantry are occasionally augmented. This is always in an effort to save their life for future service versus an efficacy augment except for the most well connected officer who can afford the best augments. Bionics have become an informal reference to see who's served in combat the most, for those who have fought many battles it's common to see mismatched bionic limbs. Still, outside of the highest ranking officers, bionics are chosen for quantity over quality and they are just enough to bring the guardsmen back to operational status. | ||
====== Purity Seals ====== | ====== Purity Seals ====== | ||
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====== Refractor Fields ====== | ====== Refractor Fields ====== | ||
A mark of major status, refractor fields worn by Tetuanis officers normally come from one of two sources - awarded by Eternum sector command as a recognition for exemplary service (or good political connections), or as a gift from Eternum's Inquisitorial conclave (awarded to those who the Lord Inquisitor or his underlings see value in). Ironically it is the Inquisitors who have less pomp and circumstance for the award, and their | A mark of major status, refractor fields worn by Tetuanis officers normally come from one of two sources - awarded by Eternum sector command as a recognition for exemplary service (or good political connections), or as a gift from Eternum's Inquisitorial conclave (awarded to those who the Lord Inquisitor or his underlings see value in). Ironically it is the Inquisitors who have less pomp and circumstance for the award, and their bequeathal is normally an informal delivery like a quartermaster handing out a lasgun, though there are exceptions. The sector command award is a festival in of itself, with large number of nobles from across the sector attending the ceremony (and the political battle before and after during feasts and introductions) politicking with the rising star officer to try to curry future favors. A last option for earning their refractor field exists, and it is comprised of those either of noble lineage or popular enough to garner planetary attention in the betting wargame (where nobles bet thrones on outcomes of actions and battles)-a well off family who risked a large amount of thrones may invest in their choice by sending them archeotech and other rare items they have accumulated over the millennia. Officers who earn their field this way are not eager to share that fact, and either hide it or come up with a cover story to maintain their image and avoid looking like a pet of the nobles. | ||
====== Regimental Appearance ====== | |||
Designed for both urban operations as well as combined arms approaches, infantry utilize blue to light blue armor with grey fatigues. Lasguns are generally black, save for older regiments that utilized dull teal variants. Most guardsmen will either have a light blue or slightly darker blue, the color variation resulting from different production centers using slightly differing blues combined with long term exposure to the elements for the more 'recycled' armor. Infantry wearing Red (''Auctoritate'' in high gothic) generally signifies either command elements, soldiers assigned to command elements (not all will have red markings, only those authorized to issue commands in their commanders stead), and some abhumans for differing reasons. Contrary to standard command structure, a soldier with red insignias can only order their own designations. Thus a command squad member with red insignias cannot officially order a Bullgryn Bon'ead with red markings. However, ''Auctoritates'' are the most respected guardsmen and generally report directly to the company or regimental commander, thus most will at least heed their words. ''Auctoritate'' honors will always be on a pauldron or beret, so a sergeant with standard red chevrons is not an ''Auctoritate''. Most commanders will have ''Auctoritate'' markings to show both that they have earned their command in the eyes of the regimental colonel and they are allowed discretion in achieving objectives. The command elements without ''Auctoritate'' honors still have authority, but are less trusted with the most important missions until they've proven themselves. | |||
====== Infantry Markings ====== | ====== Infantry Markings ====== | ||
All guardsmen will have the identifier regimental marker on the left shoulder, and command elements have the regimental command number (founding number-skull-regimental number). Command elements generally persist through reforming, thus they do not utilize the iteration identifier. Conscripts (Pluvium) do not have any regimental markings or status identifiers outside of their default uniforms. Standard guard squads have a squad marking symbol on the right shoulder, with some squads painting the symbol different colors to represent their role and ease identification. The marking varies by company, with some using a colored club symbol, and others using a number or letter. Veterans use the diamond symbol for a non formalized squad, and numbers for formal squads, again painting colors for different purposes or different companies. Some veterans are authorized to wear command squad insignias representing command squad honors. Although most common for command squads, they can also be embedded in standard squads as the situation requires. Heavy Weapons and Special Weapons use a skull | All guardsmen will have the identifier regimental marker on the left shoulder, and command elements have the regimental command number (founding number-skull-regimental number). Command elements generally persist through regimental reforming, thus they do not utilize the iteration of regiment identifier. Conscripts (Pluvium) do not have any regimental markings or status identifiers outside of their default uniforms. Standard guard squads have a squad marking symbol on the right shoulder, with some squads painting the symbol different colors to represent their role and ease identification. The marking varies by company, with some using a colored club symbol, and others using a number or letter. Veterans use the diamond symbol for a non formalized squad, and numbers or symbols for formal squads, again painting colors for different purposes or different companies. Some select veterans are authorized to wear command squad insignias representing command squad honors. Although most common for command squads, they can also be embedded in standard squads as the situation requires. Heavy Weapons and Special Weapons use a skull where the squad marking will normally be, though like all things this can change dependent on the regiment's traditions. Due to casualties as battles progress, squads may be merged and squad markings mismatch until the battle or campaign is over. | ||
====== Heavy Weapons and Special Weapons ====== | |||
Tetuanis Guardsmen trained in advanced heavy weapons and special weapons (lascannons, plasma guns, melta guns and others) usage are rarely permanently attached to a squad or even platoon (save for more veteran squads), instead they are attached at the company level. Depending on a squad's objectives, the commanding team will assign the relevant weapon team or guardsman to the squad. Some squads will have permanently attached weapons to complement their experience, but most will be assigned for the entirety of the campaign or mission. Non-fixed squad heavy weapons or special weapons guardsmen receive a skull insignia instead of squad markings. The skull marks not only expertise in dealing death, but also honors the sacrifice of these specialist teams as they are almost always priority targets for enemy units. Still, due to the demands of battle and reorganization of squads it is not uncommon to see a non skull gunner in a squad they're not formally part of. | |||
Only guardsmen who have proven themselves in battle, as well as in responsibility, are eligible to bear plasma and melta weaponry. Outside of command or formal veteran squads squads, special weapons gunners use the standard skull to denote their training. While most special weapons guardsmen are veterans, they do not have to earn the ''Aquila Aurea'' (veteran Gold Eagle) to receive training. Plasma weaponry is by far the most common special weaponry for Tetuanis regiments, followed by flamers and grenade launchers. Melta weaponry is valued highly, but much rarer since the fall of Hyacinthum. Melta guns are thus only trusted to veterans and shock trooper squads, only in the most desperate cases would a normal squad be able to utilize one. Luckily, Hyacinthum was not a primary producer of plasma weapons, so plasma is far more common, enough that standard guard squads in the 1st and 2nd companies will often have a dedicated plasma gunner. | |||
====== Abhuman and Psykers Markings ====== | ====== Abhuman and Psykers Markings ====== | ||
Abhumans and psykers will generally utilize the same general color scheme that corresponds with their role. Astropaths that work closely with the command team will have red robes, bullgryns will have predominantly blue urban schemes, and psykers will have blue coats or uniforms. Some more powerful psykers may have a blue greatcoat with dark red undercoat, and gold regelia. Outside of the blue identification, the rest of the color scheme and markings does not | Abhumans and psykers will generally utilize the same general color scheme that corresponds with their role. Astropaths that work closely with the command team will have red robes, bullgryns will have predominantly blue urban schemes, and psykers will have blue coats or uniforms. Some more powerful psykers may have a blue greatcoat with dark red undercoat, and gold regelia. Outside of the blue identification, the rest of the color scheme and markings does not adhere to Tetuanis markings and is for either status representation or to enhance channeling or squad efficacy. While a sanctioned psyker may have red or gold in their regelia, they generally are not authorized to command troops unless given a specific mission with well defined goals and objectives. | ||
====== Verdis Laurels ====== | ====== Verdis Laurels ====== | ||
The highest award possible for a Tetuanis commander, Verdis Laurels are green laurels draped across their armor. Few have received the award, but those that have command tremendous respect and make up the upper echelon of regimental commanders. | The highest award possible for a Tetuanis commander, Verdis Laurels are green laurels draped across their armor. Few have received the award, but those that have command tremendous respect and make up the upper echelon of regimental commanders. | ||
== Psykers == | ====== Morale and Rations ====== | ||
Historically Tetuanis regiments made little use of psykers, but with the massive changes wrought by the psychic awakening, that has changed. Several psykers appeared amongst the nobility and underclasses, leading to adoption by certain regiments. While their main role is to focus on denying enemy warp actions and scrying, more and more commanders are taking advantage of the massive offensive potential offered. However, as always psykers teter on the edge of corruption and damnation, and several | Among the Tetuanis Mechanized Infantry luxuries are some of the most prized items for guardsmen, along with officers who want to improve morale. Since lho sticks are produced on the nearby planet Tobago, most guardsmen are rationed one pack a week. Veteran companies are all authorized to receive daily packs due to their frontline combat and responsibilities. Recaf is just as common, with officers and snipers receiving extra rations to improve cognitive function and morale. | ||
Alcohol is officially banned for combat zones, though after a successful campaign companies will often break out 'Tabago Brown', a powerful bitter drink with lho leaves mixed in. Even though it's banned in combat zones most guardsmen who have served a tour keep a private stash nearby to their persons, and a green guardsmen falling for the 'lhocaf' switch (swapping recaf out for Tabago Brown) is the final rite of passage before their brothers in arms accept them as fellow Tetuanis Guard. Some officers instead prefer lho stubs, and it's common to see an officer chomping one while barking orders. [[Colonel Steiner]] of the [[812th Tetuanis Greyhounds|812th]] is particularly fond of lho stubs, and common regimental myth says any line trooper who sees Steiner without his lho stub is doomed to perish in their next fight. Most Guardsmen of Tetuanis, along with most of their commanders, place a high value on preserving Imperial civilian life where possible. Though the civilians may be conscripted, they are generally safe from saturation bombing, artillery, or orbital bombardments unless the target is especially high value or the situation dire enough. This is not a hardset rule however, and certain Tetuanis regiments (like the 444th Mechanized) have a notorius reputation for excessive civilian casualties due to reckless bombardments. | |||
As most Tetuans smoke, a common spot check guardsmen use for experienced soldiers is to watch how they smoke their lho sticks at night. The experienced Guardsmen smoke theirs with a fashioned small metal ring to conceal the ember, preventing enemy scouts from seeing it while more green recruits are careless and easily visible while smoking. | |||
====== Infantry Fighting and Support Vehicles and Command Vehicles ====== | |||
Speed and armor are critical for any mechanized regiment, and Tetuanis's mechanized regiments are no exception. Tetuanis Mechanized Infantry makes heavy use of Chimeras and Valkyries. Each Mechanized Infantry Company possesses five Chimeras per platoon, with one additional Chimera for company command. During normal operations, only a few squads will use their Chimeras as AFVs and ride them into a priority engagement zone, while the rest of the Chimeras are organized into hunting packs to reinforce sections of the front line or serve as a skirmish line to harass vulnerable elements of the enemy behind the front. Each Mechanized Company also possesses fast attack, mobile flak and crowd management battery, and recon support, comprised of 1-3 Hellhound variants, 3 Hydras, and 3 Scout or Armored Sentinels respectively. Each are fast enough to keep pace with the Chimera Infantry Fighting Vehicles (IFVs) and are used to support advances or defense as needed. | |||
Command Chimeras are used as mobile Strategiums, festooned with several antennas to issue and receive vox updates, positional data, scout and battlefield information and orbital data. They also serve as the transport of command elements on the field, as well as attached elements like advisors. Command Chimeras also carry advanced sensors that can pull data or vox intercepts locally, allowing front line commanders to augment their normal data while serving as an ideal moving bastion to transmit orders. Chimeras also carry additional protection to keep command elements safe even in the frontline, and while the Chimera is still vulnerable to being disabled and not fight worthy, it is incredibly difficult to destroy it without very heavy ordnance. They will carry weapons like the multilaser and heavy bolter, but the main role is serving as a secure moving command center and allowing commanders, and whoever they bring along, safe and secure access to where they need to be on the battlefield. | |||
====== Supply and Auxiliary Vehicles ====== | |||
Tetuanis Mechanized Infantry are more mobile than most regiments, but ammunition, fuel, and other supplies critical to keeping a regiment fighting are still needed. Each Mechanized Infantry regiment possesses a Transport and Logistical detachment equipped with Trojan Support Vehicles, non-combat trucks, and coordinates with the Company Quartermaster and Service detachment to ensure each Company is properly stocked. Although not normally sent into combat, this detachment is still comprised of Guardsmen who can defend themselves or be pushed into the line if needed. | |||
Due to the unreliable terrain of most urban battlefields, Hades Breaching Drills are occasionally used by Shock Troopers and veterans to deploy behind enemy lines. The drill bursts out of the ground, rapidly deploying Guardsmen who then assault high value enemy targets. Due to the immense strain digging through foundations causes to the drill, it can only dig once during an engagement until Enginseers can recalibrate the blades and assist in reloading the necessary cargo. Once deployed, the drill is turned into an ad hoc melee weapon, turning enemy troops into mist and crushing vehicles. All Hades Breaching Drills made for Tetuanis regiments are produced by the forge world Filimars, located a subsector away. The cost of the drill, coupled with Filimars's production commitments to Mars and Space Marines leads to very few drills being made available, thus only experienced regiments will be issued one. Most drills currently in service date back centuries, and are often covered in grime and rust from years of nonstop service. | |||
Tetuanis herself manufactures Cyclops demolition vehicles, which are used to great effect against hardened enemy positions or the most resilient of Nurgle's forces. The controllers attached to infantry companies each have their own 'calling card' they paint on the vehicle per tradition and ease of identification. | |||
=== Attaches and Auxiliaries === | |||
====== Servitors ====== | |||
Though the servitor is no stranger to Imperial citizens, most are vat grown or controlled by the Mechanicus. Tetuanis regiments exclusively utilize former prisoners as servitors, with most coming from draft dodging hivers. The life of a citizen who escapes conscription and is caught is brutal, working in toxic manufactorums until their bodies are on the brink of death. Instead of allowing death, prisoners are instead turned into servitors, all brain functions replaced by litanies of work. While primarily a support role to assist in repairs and logistics, occasionally combat servitors will accompany a tech priest for field operations, still wearing their orange prison jumpsuits as a reminder of what happens to those who disobey the Imperium. The servitors are overseen by regimental Techpriests, who ultimately control them, but servitors are also commanded by the quartermaster and his underlings who assist in managing the rapidly moving baggage train of a mechanized regiment. Outside of the Mechanicus attache, servitors are most often found in the Service and Transport and Logistical detachment. | |||
====== Psykers ====== | |||
Historically Tetuanis regiments made little use of psykers, but with the massive changes wrought by the psychic awakening, that has changed. Several psykers appeared amongst the nobility and underclasses, leading to eventual adoption by certain regiments. While their main role is to focus on denying enemy warp actions and scrying, more and more commanders are taking advantage of the massive offensive potential offered. However, as always psykers teter on the edge of corruption and damnation, and several naïve commanders learned the dangers of using the warp when they pushed their psykers too far and they became living portals to the warp. After several companies were wiped out due to psyker possession, a standing order was placed by Eternum Militarum Command for a commissar to permanently be assigned to a psyker to give them the Emperor's peace if they are found wanting. In practice, the commissars are often needed in multiple places at once, and watching psykers prevents them from enforcing morale on the line. | |||
The standing order is allowed to be revoked on a psyker by psyker basis, but requires the authorization of the regimental commander. While rare, some psykers are veterans of multiple campaigns and they have proven themselves to their commanders and thus receive more autonomy. More autonomy is not complete autonomy, and these psykers are still required to report for examination and debriefing after any assignment. Regimental commanders are very conservative about suspending the standard order, as they know all too well while a psker may be effective and fight well, they cannot ever be fully trusted. Furthermore any failures or casualties caused by revoking the order (the psyker accidentally killing themselves is not enough, they must be possessed and hostile, become a portal to the warp, or commit heresy) are fully blamed on the commander and they will be held accountable. While under this order they do not have a full time commissar attached to them, they can be and are watched by any commissars on the field near them. | |||
Currently there are only a handful of these 'unwatched' psykers, one of which is the 812th's [[Othar Wukalis]]. The order only applies to psykers that are exceptionally gifted and classed as Primaris Psykers or powerful Sanctioned Psykers, the psykers in training are generally exempt due to their lack of power to cause a serious incident. They still are watched by senior trainers and required to undergo examination and debriefing after battles, but they are not worth the commissars it would take to fully monitor them on the battlefield. As Tetuanis only began producing psykers post great rift, many guardsmen have never seen one before and view them with great distrust, and even the most experienced Guard maintain a healthy suspicion of them. Psykers are officially part of the Support Company, though in practice are de facto members of a certain company or attached to a command staff. | |||
====== Ecclesiastical Attaches ====== | |||
The fallout of the Hyacinthum heresy led to an increased presence of Ecclesiastical elements across Tetuanis, and the regiments were not spared this. Ministorum priests, accompanied by Inquisitorial Crusaders, were attached to every regiment to enforce the Imperial Creed and monitor for any signs of deviance. Depending on the regiment, they can either be fully busied putting the regiment through trials or tribulations, or are satisfied with the regiment's level of devotion and instead inspire and reinforce faith. The [[812th Tetuanis Greyhounds|812th Tetuanis]] is an example of the latter, with its priests and crusaders charging into holy melee accompanied by bullgryns and other close range combatants. The priests are especially valued by regiments focused on fighting Nurgle's forces, as their fervor creates a shield of faith that acts as a bulwark against the horrendous diseases that normally spell death for any close range combatants. | |||
The priests and their crusaders are fully protected by faith, while the Bullgryns they generally fight alongside are protected by rebreathers (and in the Bon'ead's case, ''Inhalantes'' augmentations to filter their breath). While the Bullgryns are protected, even with their enhanced immune systems they are not completely immune and after battle priests may have to setup holy cleansing stations to fight off the warp while medicae teams work to heal the Bullgryn. Sometimes, that is not enough and the Bullgryn must receive the Emperor's peace. | |||
Chaplains are also heavily used by the regiments of Tetuanis but are not standardized. Chaplains are standard Guardsmen with exceptional faith taken under the wing of one of the regiment's priests or confessors and charged with maintaining moral health of their squad, platoon, or company. Militarum Command does recognize Chaplains officially, and they are provided certain deviations from the standard kit such as different markings or colors. Although sometime Chaplains are even more respected by the Guardsmen of the regiment than the priests and missionaries of the Ecclesiarchy, Chaplains must defer to the Adeptus Ministorum in all matters of faith. | |||
The priests, ministers, missionaries and their Crusaders and followers are part of the Support Company, though they are assigned to companies or fronts as needed by either the senior Adeptus Ministorum member or regimental command, though regimental command cannot (to their chagrin) overrule any decision from the senior priest. | |||
====== Adeptus Mechanicus ====== | |||
Conspicuous amongst the regiments of Tetuanis in their red Mechanicus robes, their bodies twisted by the numerous sacred augmetics that bring them closer to their Omnissiah, the Enginseers of the Adeptus Mechanicus attache maintains the vast store of weapons, fighting vehicles and other various and sundry war materiel required by the mechanized regiments of Tetuanis. | |||
They command armies of Mono-task Servitors, and bear with them arcane tools, and possess an abundance of knowledge concerning the workings of the sacred machine. Always, they move among their regiments' armouries, soothing Machine Spirits, and ensuring that all proper obeisance is made to the Machine God. | |||
Tech-priests work closely with the Service Detachment though they will often find themselves amongst Armored Companies to help coax machine spirits and ensure vehicles keep running. Although the Quartermaster does not command the Mechanicus attache, in practice they work closely together. | |||
Enginseers serve as field engineers and maintenance specialists across the galaxy as those seconded to the Tetuanis Mechanized Regiments will be called upon to make repairs on the battlefield as well as in the workshop. | |||
====== Commissars ====== | |||
Commissars are attached to the regimental HQ, and their number varies based off the parent regiment's history and role. Trusted rapid reaction Battlegroups like the 812th possess fewer commissars compared to a more green regiment responsible for defensive redeployments. Commissar assignment will likely wise differ, with more trusted regiments normally having one senior commissar attached to regimental headquarters and the rest assigned to critical companies like the 1st, 2nd, 5th, 10th, and Support companies. Commissars duties vary as much as deployment, with some commissars serving as additional relay officers or increasing morale through speeches and actions, while others rule with an iron fist and execute for the smallest infraction. | |||
====== Regimental Advisors ====== | |||
Tetuanis regiments generally receive attaches from Imperial organizations as well as designated individuals that specialize in specific tasks. The most common attaches to a regimental commander are flight officers from the Imperial Navy (responsible for coordinating deployment and naval support as well as assisting in aerial maneuvers), Astropaths (to supplement vox communications and scry), and Masters of Ordinance (to oversee the Regimental artillery). Only the Master of Ordinance is officially part of the regiment, the rest being attached as needed. | |||
====== Abhumans ====== | |||
Most abhumans are permanently attached to a Tetuanis regiment. Ogryns are drafted from the nearby [[Obaurn]], while Ratlings are drafted from the agri-world [[Shiron]]. Ogryns are treated with more respect by the average Tetuanis Guardsmen, as though they're dumb brutes they have saved the lives of countless guardsmen and charge in with reckless abandon, proving themselves in the eyes of their baseline human comrades. Ratlings, however, are treated as outsiders, segregated where possible due to rampant thievery. Still, their skills as snipers and cooks cannot be denied, and guardsmen will look past any thievery for a cook who can make corpse-loaf taste edible. | |||
The Ogryn of Obaurn make excellent Bullgryn candidates, and most have pieces of shrapnel and rounds permanently embedded in them, left as a display of 'da strongestest and tougherest' as the bone'eads put it. For most of Tetuanis's history, excessively intelligent ogryns (who sometimes are even able to spell most of their name) have served as life wards to the better off nobility, trusted to be utterly loyal, massive shields for their masters, they are often adorned with Ogryn sized (and resistant) decorations to reflect their master's taste. This has carried over to the regiments of Tetuanis, and most colonels (or well off commanders) have a personal Ogryn bodyguard. For example, the [[812th Tetuanis Greyhounds|812th]], as befitting a Tetuanis regiment in high standing, has several bodyguards for critical individuals, the most famous being Lifeward Larb, who is most frequently assigned to guard the psyker Wilkus. | |||
Ratlings are sent into combat in squads of their own, equipped with sniper rifles to take out high priority targets. Though generally far behind the active line due to their relative weakness, their aim is legendary for quickly eliminating enemy officers and high value targets. | |||
Abhumans are referred to as a detachment instead of attaches in organizational charts due to their predominantly permanent assignment, and are part of the support company. The abhuman squads are assigned as needed, though some regiments second them to a specific company for the duration of a theater or campaign. | |||
=== Traitor Regiments === | |||
Although rare compared to standard regiments due to Tetuanis's culture there have been several Tetuanis regiments, who over the course of their duties, became disillusioned and rebelled, either becoming pirates, warbands or mercenaries, or falling to the dark gods. The only confirmed entire regiments from Tetuanis that collectively betrayed the Imperium are the [[66th Bloodied Guns]] and the 777th [[Pox Shamblers]]. | |||
Just a whiff of one of these traitor regiments can send a loyal Tetuanis regiment into a frenzy, causing guardsmen to abandon their fortifications to charge the traitors. Though this is well intentioned, it is tactically deficient and often causes more problems, leading commanding staff to mislead their regiment of the true nature of their foe to avoid pointless charges. | |||
Some may question why Tetuanis takes these traitors so seriously, as guardsmen deserting are relatively common. While individual or small groups of guardsmen may desert or turn traitor, that rarely reflects on the regiment proper since they are generally unavoidable rigors of war. A whole regiment to turn to the dark gods is not only an affront to Tetuanis, but a stain on the honor of all Tetuanis commanders and soldiers. Back home fares little better, with entire hab blocks or towns where a traitor regiment was raised being ostracized en masse and blockaded until they're starved. | |||
== | == Related Articles == | ||
[[812th Tetuanis Greyhounds]] | |||
[[Imperial Guard Regiments of Eternum]] | |||
[[Armies of Eternum]] | |||
[[Category:Imperial]] | |||
[[Category:Guard Regiment]] |
Latest revision as of 13:59, 7 August 2024
Uniform | Imperial Guard Regiment | Miniature | |
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Name: | Tetuanis Mechanized Infantry | ![]() |
Homeworld: | Tetuanis | ||
Specialties: | Lightning Warfare, Urban Warfare | ||
Regiment Type: | Mechanized Mixed | ||
Appearance: | Urban Grey Fatigues, Light Blue Armor, Dark Leather |
Overview
Tetuanis Mechanized Infantry are regiments of the Imperial Guard from the Hive World Tetuanis. Located deep in subsector Confedus, Tetuanis nonetheless has experienced strife and as a result has a strong martial culture with regiments steeped in tradition. Although the Tetuanis Mechanized Infantry are most often found battling the forces of Nurgle's followers, they can be found on battlefields across Eternum and the Galaxy at large.
Recruitment and Training
Most standard guardsmen come from the best of the PDF of the hives of Tetuanis, with some volunteering outside of mandatory conscription. Others are conscripted by bad luck, others to avoid sentencing, and some are in the wrong place at the wrong time. Regardless of how they joined, all guardsmen go through basic four month training. After basic, most are shipped to warzones, but those who volunteered or impressed training officers can be selected for advanced training. Advanced training teaches enhanced tactics and primes the trooper to become a veteran one day. Advanced training is brutal, with a non negligible rate of casualties for every class, but those who survive may very well earn a place in 1st or 2nd company. With that comes not only a stronger chance for survival with greater support, but better living conditions, food that isn't recycled corpses, and more common luxuries like plentiful recaf and lho sticks. Press gangers lay on the other end, with few guardsmen even bothering to learn their name due to the high likelihood of their death.
Drivers
Drivers of the myriad of vehicles used by Tetuanis Mechanized Infantry regiments are predominantly recruited from the Arbuston population and have experience driving the plains and wastes of Tetuanis in some capacity, though Urbanates can be found in the driver seat frequently as well. Drivers are trained to operate one specific type of vehicle (most frequently Chimeras) and are rarely omni-discplinary, though the relatively easy to understand nature of Imperial control systems does allow for some cross capability. Guardsmen assigned to drive are attached to a specific Company, Platoon, or Squad, and will stay with the same vehicle for most of their career.
Conscripts
Conscripts, feeder regiments also known as Pluvium, are drafted populace that utilize sanitized bleached helmets, drab khaki surplus fatigues, with sanitized bleached armor. They must have at least one confirmed kill and survive two battles to earn their Tetuanis master regiment's colors and markings. Rarely, a conscript can impress their NCOs and earn regimental markings by holding the line or otherwise going above and beyond what more proper Guard regiments expect from conscripts to earn a promotion to a full regiment. Multiple conscript squads are attached to a single commissar, who is quick to execute any who falter. Although relatively useless against the average foes of Nurgle, conscripts make useful stopgaps to either hold the line or, for the more desperate commanders, tie up enemy units to protect more valuable assets. Conscripts are generally used on defensive missions, but occasionally will be brought on an offensive mission if either a meatgrinder is expected or the area denial their large numbers bring would prove useful. During a liberation campaign, conscript regiments will impress local citizens to replace losses sustained during the campaign. The press gangers are put through rushed training, handed excess conscript or requisitioned PDF armor and weapons, and assigned to guard low importance targets. Even low importance targets are frequently attacked, and casualties among press gangers routinely exceed 95%. Any that survive a campaign are officially inducted as Pluvium, given standard conscript armor and treated as a normal conscript. Pluvium are assigned to a conscript regiment which is in turn 'slaved' to a proper Mechanized regiment to serve them as needed. Feeder regiments are given temporary designations and rarely carry a name for longer than a few battles and will quickly be left behind if the Mechanized master regiment needs to quickly maneuver, with the remaining conscripts folded into line infantry regiments.
Penal Troops
Sometimes, in lieu of being judged, a prisoner can elect or be assigned to serve in a penal unit. These units are part of the feeder regiment, and are kept in line with explosive collars controlled by a commissar, NCO, or the conscript's commanding officer. Wearing orange prison jumpsuits, penal troops are used where pluvium would be exceedingly wasteful, either minefield clearing or temporarily delaying a vicious foe. The mortality is incredibly high, but those that survive may (very rarely) eventually earn a pardon that accompanies induction into a proper regiment.
Veteran Squads
Veteran squads were originally mostly comprised of survivors from the regiments involved in the invasion of Hive City Hyacinthum during the Tetuanis's Civil War, whose experience fighting in the ruins of a fallen city have been steeped in tradition and passed down from veteran to veteran. Veteran Squads are marked by special markings unique to their company, and all receive a Golden Aquila instead of a silver. Over time, this 'gold' fades to factory silver, which serves as an informal indicator of the squads experience. Veteran squads are given a large amount of leeway with normal standards, with squad dress regulations and organization determined by the Company Command. Veterans also normally differ from the standard Guard infantry squad's loadout, with a squad taking extra special weapons like Plasma Guns or Melta guns, depending on their Squad's role and skills. Veterans have proven to be a useful force multiplier and strike squad for many Tetuanis regiments.
Tetuanis Accuracy and Stickabugs
Most of Tetuanis's population grows up from a young age having some familiarity with simple low power single shot firearms such as autoguns and stubguns, both to hunt for food in the plains and depths of the hive, and to fight off the native Tetuanis Stickabug. Stickabugs are an aggressive, rapidly reproducing xeno fauna that can colonize an area quickly and pose a serious threat to any civilians unlucky enough to be nearby. Measuring roughly a foot by foot and weighing 70lbs, Stickabugs have a thick chitin plating that makes the normal melee implements available to civilians all but useless, requiring accurate shots to the head to put down. Stickabugs are omnivores, eating refuse and whatever they catch, and feed by latching on to a person ("sticking"), and releasing a toxic gas to incapacitate them before feasting. Luckily, the Stickabug must be latched onto a victim to emit the toxin in sufficient volume to work, which gives a shooter a decent frame to fire. Since it takes an accurate shot to the head or a vulnerable spot in the shell, most Tetuanis recruits can accurately fire under pressure, so long as they don't move. This carries over to the guardsmen who volunteered or were recruited, and even a conscript can be a decent shot under the right circumstances. Luckily for the more well off Tetuans, Stickabugs are only an issue in the underhive and occasionally the lower and middle hives, as well as more the plains and wastes between hives, which is, coincidentally, all where most recruiting of line infantry is done. While officers won't have the rough upbringing that necessitates killing stickabugs, one of the most popular pastimes on Tetuanis is "Pin the heretic on the head", played with ornate firearms. As officers are often recruited from the nobility, they too are excellent at accurate shots (assuming they can stand still and don't have to move and shoot).
This extends to vehicle gunnery crews, as the Arbustons that predominantly make up the crews and drivers have experience in 'shoot and scoot' in gunbuggies on the plains, the only somewhat safe way to take down Stikkabug queens and Stikkabug warriors that can rival a Chimera in size. This works well for the Mechanized Infantry, as the same skills help them reliably drive and fire in combat.
Fighting the Minions of the Plague
The knowledge garnered from its civil war and frequent engagements surrounding Hyacinthum has allowed Tetuanis regiments to fight against Nurgle's plagues and servants, not only with medical and triage knowledge but with the faith that they have beaten them before. Regiments are built off decades of experience, and the best of them are directly reinforced due to on-site conscription rarely meeting the high standard of Tetuanis guardsmen. However, these men are still men, and where the Astartes or Sisters of Battle can fight daemonic plagues, guardsmen are vulnerable to the sick plagues of Nurgle. Ministorum preachers work closely with Tetuanis regiments side by side with chirurgeons and medicae servitors, the faithful are somewhat shielded from the diseases but will still fall ill without treatment and any commander with experience will quickly prioritize shutting down warp portals and warp power sources to remove the worst threats.
For the average Tetuanis guardsmen, close combat is a death sentence with their standard opponents. Even if they survive the melee, the diseases inflicted upon them will generally result in the squad receiving the Emperor's peace. Only at range are they somewhat safe from disease and only those shielded by fervant belief and holy antibiotics and anti virals can hope to survive exposure, but not all guard have enough fervor to protect them, and large amounts of mercy killings are always present after close combat with the most pestillant of Nurgle.
When close combat is required, commanders are quick to use protected forces, either the Stormtroopers or veteran squads (protected by rebreathers, sealed armor, and holy plasma and melta), vehicles (protected by sealed armor systems, ventilation, and firepower), or Bullgryns (protected by massive rebreathers, implants, and the blind steadfast faith of an Ogryn).
Organization

Tetuanis Mechanized Infantry regiments are a mixed heavy mechanized force, tailored for the harsh conflict of urban warfare against the followers of the Plague God. Equipment is tailored for close to midrange encounters, with flamers and plasma guns commonplace. Some units may use more advanced melee weapons, but given their average opponent only those shielded by faith and holy technology will generally use them. While not as abundant as flamers and plasma, most combat forces will be accompanied by sniper support units to take out the most pestilent enemies. Vehicles are similarly equipped, with mid to short range firepower preferred. The Executioner variant of the Lemen Russ is particularly favored, as are close range sentinels supported by the heavy guns of Basilisks and rockets of Manticores. Rapid strike units and shock troopers generally carry melta guns to quickly annihilate their target. Armor and IFVs are used to spearhead a hole in enemy lines, where dismounted infantry dig in and begin pressing their advantage. Infantry support artillery such as basilisks can often be found in the rear guard of these spearheads to lob Earthshaker rounds into vulnerable enemies far more accurately.
Squads will occasionally split into two fireteams, allowing a single squad to cover more ground efficiently. The secondary fireteam will be led by the most senior guardsman, generally a corporal. Every guardsmen is issued their own commbead, allowing the squad to stay in touch with each other even after splitting into fireteams. Squad commbeads are low range and generally only have enough distance to allow the squad and any allied squads nearby to communicate, but can be augmented by a vox relay carried by a dedicated vox operator.
Regimental Numbering
Regiments are numbered on their founding date, how many times they have been formed/reformed due to total destruction starting with 1, and their identifier number. For example, the 812th is part of the 8th founding, 1st iteration (regiment has never been completely destroyed), 2 as identifier. The second number is capped at 9, if the regiment has been reformed more than 9 times it would be either honored with removal of the number (becoming a two digit regiment) or removed and merged into other regiments. Foundings are measured by ages, so both the 812th and the 8423rd would have been founded during the 8th founding. Current founding date identification is 9. The last digit is limitless, the lower the number the longer the regiment has existed. Due to the potential length of that number, some regiments will use that number alone to identify, while still being officially known as the full identifier. Ex, the 84929 would be the 929th regiment. Some regiments of high standing will not merge and instead receive reinforcements or have other weakened regiments merged into them, generally done when the regiment has proven themselves repeatedly and their markings inspire faith. The 812th is one such regiment.
Company Organization
Company organization is based off type of company, being infantry or armor. 1st, 2nd, and 3rd Company are mostly comprised of the most experienced Guardsmen and specialists, though as a campaign progresses casualties necessitate pulling in fresh troops from the reserve companies. Ideally, replacement troops are selected from those who have survived a campaign or completed a year of full training, but since they replace all companies and are spread out as evenly as possible to every company the replacements are often inexperienced and green. The 5th and 10th companies are armoured companies, with the best being 5th company led by Colonel Whitman in his Lemen Russ Overlord. Specialized support elements generally do not belong to a specific company, instead organized at the regimental level. Vehicles like Valkyries, Vendettas, Breaching Drills, etc... are organized in squadrons or lone assets and either report directly to regimental command or are assigned to a specific company temporarily. Standard rank applies, so a Captain from 2nd Company ordering a Valkyrie to change a mission ordered by a lieutenant would force the Valkyrie to change mission. Doing this without an extremely justifiable reason will result in severe disciplinary action.
Vehicle Organization
Vehicles are normally permanently attached to a regiment, and use the founding number (the first of the 3 digit number). The vehicle will have the founding number on one side, and their squadron number on the other. The lead vehicle will generally have a 1 or 0, though this varies based off regiment and company. Vehicles will also have a name affixed to their armor. Due to the loss of Hyacinthum, vehicles are prioritized and protected as much as possible with guardsmen lives, a loss of a Lemen Russ Executioner can set back a regiment for months while a total loss of a Shadowsword or Baneblade could damage the regiment (and their reputation) forever.
Several Hyacinthum vehicles survive today, easily identified by their lighter blue patterns. Transports are marked with a yellow square inside a blue or squad marking. Command Chimeras have a black painted section of armor with a marking for the company commander who utilizes it. There are several exceptions, and each squad is ultimately allowed to utilize their own marking scheme in accordance with company command policy.
Sergeants
Sergeants of the Tetuanis Mechanized Infantry are experts in morale, combat, and leadership, with most sergeants leading the squads they were once in. When a squads current sergeant falls, the squad's most senior or experienced guardsmen is promoted. When a new squad is formed, the platoon commander is responsible for selecting the sergeant from his existing subordinates, often picking the next in line for promotion. Sergeants can receive new weaponry as they earn honors and prove themselves on the battlefield, but most will die with the standard chainsword and las pistol. For those who have earned the right, rare plasma pistols are a favorite among sergeants who lead close combat missions, while those who lead squads focused on longer range support generally prefer a bolter, although those are less common for Tetuanis regiments to carry. Veteran sergeants generally wear the Aquila Aurea, while standard squad sergeants use the standard metal Aquila. Occasionally a veteran sergeant may be put in charge of a standard squadron, generally due to squads merging during a campaign or a squad entrusted with an important mission that could benefit from their experience. Depending on their experience and qualifications, a sergeant may progress into one of three loose classifications, Generalist, Vanguard, or Force Recon. Generalist are the most common, with the most natural progression for most sergeants. Equipped with las, bolt, or plasma pjstols and most commonly a chainsword or, more rarely, a powersword, generalist sergeants make up the bulk of sergeants with a jack of all trades, master of none approach.
Vanguard sergeants are exceptionally tough individuals and utilize some of the same equipment as shock troopers, as well as bolt rifles to secure and hold positions until the rest of the army catches up. Generally they have either served as a shock trooper or served a long stint in the Guard, fighting and winning against untold horrors. Vanguard sergeants generally wear light blue colors to increase their visibility.
Force recon sergeants are the most radical, most forgoing the majority of their armor for faster movement and quicker reaction times. Generally armed with a bolt rifle and their long-knives, force recon sergeants excel at scouting and skirmishing enemy forces. Clad in light grey fatigues, force recon sergeants blend into urban environments.
All grades of sergeants can lead guardsmen squads on varying missions, the sergeant's experience molding the men to the role they need to play.
Officers
Most officers originate from one of four military academies on Tetuanis, dominated by those in the nobility. Training consists of brutal combat training where casualties are common and rigorous military study. All who enter one of these academies either leave an officer, or as a body for more corpse starch. This brutal training and education, coupled with intense examinations of piety and loyalty, form bonds as strong as ceramite between future officers. During regiment founding, officers are chosen from the same school to promote cohesion, from the command staff all the way down to platoon Lieutenants. Even with all this training, they are still viewed as green until they've had their first campaign and survived.
Officer casualties are generally filled by battlefield promotions that will become permanent barring a complete failure in the chosen, but if an eligible individual isn't available the regiment will request additional officers from the academies. Since this takes time, and often must wait until the regiment is reinforced through a Munitorum contracted ship, units may instead be commanded by someone the regimental commander trusts (from the logistics officers all the way to a sanctioned psyker in rare cases). Though rare, it is also possible for a lower ranked individual to temporarily command at a higher capacity (eg, a 4th platoon Lieutenant commanding their company or battlegroup). There is always a small chance their leadership eclipses what the academy replacement can do, but this temporary leadership is almost always removed once the proper replacement is found. In a pinch, commissars or vehicle commanders can step up to temporarily command.
Shock Troopers
Veterans who specialize in close combat, shock troopers wear full protection respirators along with armor sewn greatcoats. Using a mix of shotguns and melta weapons (though some squads stick with lascarbines or plasma), shock troopers excel in close combat while being offered more protection by their gear than average flak armor. Shock Troopers are organized on a regiment by regiment basis and recruited from veteran squads that excel in close combat. Not every regiment utilizes or has many Shock Trooper squads, as both gear and the mentality required are rare. Sergeants wear similar protection to the standard Shock Trooper, and generally carry a reinforced plasma, bolt, or las-pistol, designed to withstand the rigors of close combat and trench warfare.
Fatalities are high among shock troopers, and thus the soldiers generally have a pessimistic, grim outlook on life. Though unnerving to other guardsmen, none can deny their efficacy in close combat against Nurgle's followers. Though rare, occasionally shock troopers will be added to a standard veteran squad or vice versa, either due to casualties necessitating merging or tactical situations changing. Shock troopers always carry their lascarbines, plasma carbines, shotguns or melta guns, even after merging or tactical reassignment, thus they are generally only added to squads that expect to see close combat. Shock troopers make use of specially designed melta guns that are reinforced against damage expected from close combat operations. Two patterns of melta are used, the Arsonis which most utilize fuel packs on their back, but they can also be disconnected from the pack for higher mobility at a cost of lower ammunition, and the more traditional Munitorum pattern melta. Shock trooper squads are marked by a colored ridge on the helmet, only troopers who have come back from a sucessful mission are allowed to wear the color. Squad sergeants wear the squad color underneath a red plume or have an Aquila over their pauldron's color.
Due to their nature of close combat against the most pestillant, shock troopers must be closely monitored for any sign of infection or malaise. Their gear normally protects, but all it takes is one worn component or an especially corrosive disease. A large component of training for Shock Troopers is comprised of gear checks, gear donning drills, and preventative medicine. Standard medical care makes use of antibiotics and antivirals, but for the most extreme a Ministorum priest is assigned to bolster the patient's faith to use it as a shield against infection. Shock troopers are incredibly well drilled and disciplined, but this skill is equally matched with a fatalistic arrogance which hardly endears them to their fellow guardsmen.
Regimental Master of Colors
The Master of Colors is an officer whose sacred duty is to carry and maintain a Tetuanis Mechanized Regiment's original Regimental Colors from its original founding. The Colors serve as a rally point, morale booster, and source of faith for all in the regiment, and while it is a great honor to be the Master of Colors, it is also a grave duty, as losing the colors or failing to maintain them will end in a summary execution for the officer. While his primary duty is to carry the Colors, the Master of Colors is a fully fledged officer and can issue orders. Not attached directly to any company, the Master of Colors is instead a member of the regimental command staff.
Medicae Organization
Due to the nature of Tetuanis's most common enemy, all guardsmen are given very basic medical knowledge during training. Guardsmen who volunteer, show aptitude, or chosen are assigned as squad medics. Squad medics carry emergency medical supplies for their squad, and are responsible for keeping a wounded soldier alive long enough for the platoon's combat medic to arrive and triage. Each platoon has their own combat medic, who reports to the company chirurgeon (commonly called company medic). Most injuries are treated by the platoon medics, but they focus more on stabilizing. The company chirurgeon coordinates and prepares the platoon medics for conditions expected, as well as examining who can be saved and who can not. If the injury or ailment cannot be solved on the field, the company chirurgeon will send the soldier to the regimental medicae for treatment. There, the patient is either treated or stabilized for transfer to a medicae facility and judged to see if they warrent augments and bionics. The regimental medicae is responsible for preparing as much as possible for the expected ailments and injuries in a campaign, as well as setting the standards of treatment. For example, if the afflicted is suffering from a warp born disease, but all heretical activity has been eliminated and they're in a place of faith, antibiotics may save them. Whereas if they catch a Nurgle plague next to a warp rift, the best cure is a bolter round.
Squad medics are members of their respective squad, while platoon medics and company chirugeons are part of their respective HQ element. the regimental medicae detachment is attached directly to regimental command.
Armor Organization
The workhorse of armored companies, the Leman Russ has several different configurations that all see use in different situations. The bulk are utilized as medium armor, fully loaded with sponsons, tertiary weaponry, additional armor and track guards, all used to deliver a devastating blow and hold ground when needed. Light armor takes the opposite approach, stripping off all gear that's not essential to move far quicker at a cost of less firepower. Although lightly armed compared to their medium siblings, light tanks still make excellent use of their primary weapon (generally the battle cannon) and often sport gunners that not only match medium tank gunners but often beat them since they only have one shot and any serious return fire has the potential to take them out. Light armor follows the same general hierarchy the rest of the company follows, but squads generally have more leeway to carry out their mission since they often form the tip of the spear and must rely on what they see for military intelligence.
Each armored company possesses a Mechanized Recon unit comprised of 3 Armored Sentinels designed to support proper armor advances. These Sentinels will be armed with a different configuration of weaponry, but focus more on signals and optics. Logistics and Maintenance companies also accompany armor companies to ensure battle damage can be repaired without requiring the regimental service detachment save for more serious issues.
Artillery Organization
All artillery, outside of light mortars used by infantry, are attached to an armored company. Similar to infantry, the lower the company number the more skilled the crew is. The artillery of a company report to the Artillery Commanding Officer, who in turn reports to the Company's Commander. For example, in the 812th Greyhounds all 5th company artillery reports to Major Werfe, who then reports to Colonel Whitman. The artillery CO is generally given full authority to command their subordinates, with the company commander issuing fire support priorities or standing orders. Due to the unnatural resiliency of Nurgle's forces, Basilisks with the mighty Earthshaker cannon are the predominant artillery platform, though Manticores and Wyverns also are commonly found.
Manticores are used for rapid strike manuevers, where the Storm Eagle rockets saturate and area as tanks charge in, while the Wyverns are used against the less cursed of Nurgle, plague zombies and cultists. Though rare, some regiments have a small number of Colossus Bombards, primarily used for breaking entrenched enemies and fortifications. Manticore crews are chosen from the most adept Basilisk crews, and are further screened by the Manticore's temperamental machine spirit. Those who show proper reverence man the Manticore, and spend more time praising the machine, speaking litanies of faith, and appeasing the machine spirit than setting up firing solutions. Still, the firepower it brings is unparalleled and they are utilized heavily in warzones where Militarum Command expects heavy resistance. Most Manticores are older than the regiments that crew them, and are veterans of countless wars. Rare among vehicles, Manticores always bear golden Aquilas, denoting their importance.
Artillery is organized into 3 squads and one battery at a baseline, though this can differ dependant on the regiment. For example, the 812th's 5th Company has two Support Squads with 3 Basilisks and 3 Manticores respectively, supported by a heavy artillery battery that utilizes a Colossus Bombard and towed Earthshaker cannons. 5th Company also possesses a Close Fire Support Squad composed of 3 Wyverns, though some regiments use Thunderer Siege Tanks for Close Fire Support.
Signals Detachment
The Signals Detachment is a small, though crucial component of regimental command for it is they who are responsible for coordinating communication and relaying orders to the regiment's companies and other regiments. Composed of one officer who is the regimental Master of Vox, seventeen Guardsmen, and one communication Taurox, they'll rarely be found in the thick of combat though they fight their own war - securing their regiment's communications and intercepting enemy vox chatter where possible.
Service and Transport and Logistical Detachment
The service detachment contains the Quartermaster and his supporting staff, responsible for requisitioning and coordinating the massive amounts of ammunition, fuel, food, and other supplies needed by a regiment on the move. Utilizing trucks, Trojan Support Vehicles, Atlas Recovery Vehicles, and more, the Service Detachment is responsible for delivering supplies to each Company as well as assisting the attached enginseers repair efforts. Guardsmen in the Service Detachment are not combat troops, though they are an incredibly appealing target to enemies seeking to disrupt the Regiment's supply train and as such are armed similarly to Veteran troops. The Service Detachment works closely with the Transport and Logistical Detachment to coordinate the regiment's baggage train. The Service detachment is part of regimental command, while the Transport and Logistical Detachment is a member of the support company.
Assault Engineer Detachment
The Assault Engineer detachment is composed of both combat engineers and pioneers, specially trained military engineers who excel in constructing fast fortifications or needed structures like pontoon bridges. Combat Engineers accompany the Hades Breaching Drill and are in charge of the Cyclops Demolitions Squadron, while also carrying large amounts of satchel charges, bangalore torpedoes, and demolition charges. Combat Engineers are responsible for laying these explosives for a myriad of reasons, from debris clearing for the transport column, clearing minefields, or setting demolition traps. The Assault Engineer detachment is part of the support company.
Aircraft Transport and Assault Detachment
Although rare for regiments other than Drop troops, Tetuanis's production of Valkyires and its variants allow her regiments ready access to Valkyires and variants. Each Tetuanis Mechanized Regiment will possess 3 flight wings, though their exact makeup depends on the regiment's purpose and strategy. The 812th, as an example, has one flight wing of Valkyires, one wing of Vendettas, and one wing of Vultures, whereas the 316th have 3 wings of Valkyires. The Valkyires are used for both supply runs and combat drops, where the combat aircraft are used to support both the Mechanized and Armored companies. If the regiment possesses a Naval Officer attache, they will normally help coordinate operations using their experience in the fleet.
The Aircraft Transport and Assault Detachment is under the support company, though in practice they are insular and report directly to regimental command. Each wing is led by an officer responsible for coordinating their wing, with the most senior officer of all wings leading the detachment. Any officer in the regiment can request aerial support from the wings, though they are oft predisposed serving the strategy of regimental command or theater command.
Length of Duty and Retirement
Most Guardsmen will not live to old age, but the few who do live that long in the regiments of Tetuanis are offered two choices provided they've completed their current campaign. If they've fought hard enough and earned commendations they are offered positions of command in training reserves, or advisory roles in their regiment. Depending on rank and status, some may even receive Juvenet treatments, though most simply get better healthcare to serve a little longer. Alternatively they can also choose to retire and settle the current world or worlds they fought on or (most commonly) return to Tetuanis, if possible. Guardsmen who are severely injured but can't return to duty through Augmentics or who aren't worth the cost of Augmentics are also discharged in this manner, referred to as a medical discharge. Depending on the type of discharge, they may get a pension to live out the rest of their days on. Those who retire electively always receive a pension. Medical discharges who served admirably but cannot serve any longer (either due to severe damage even Augmentics can't fix or where the cost of fixing the damage is obscene) are allowed to return to Tetuanis and take part in the Procession of Honor.
Procession of Honor
Soldiers or regiments returning from service, either permanently or on leave, always take place in the procession of honor before enjoying their time off. For individual guardsmen, this takes place as an award ceremony that gives them a fairly nice home in the Hero's Spire, which is attended by the planetary elite and any commoners lucky enough to get a seat. This serves not only to reinforce the soldier's loyalty and gives the soldiers still fighting more reasons to fight hard, but serves as a recruitment pitch for any who want to move out of the lower spires. The number who survive long enough to do so are incredibly low, but it's an effective tool all the same.
Equipment and Markings
Tetuanis Guards Regiments are supplied with Kantrael Pattern MGXII Lasguns, Filimars Pattern IEV Laspistols, and standardized flak armor and fatigues though there are some variations dependent on regiment and theater. A wide range of vehicles are utilized by Tetuanis Mechanized Regiments, including standard vehicles like Leman Russ Tanks, Chimeras, and Sentinels, but also more rare vehicles like Colossus Bombards and Cyclops Demolition Vehicles.
Bionics
Though not as advanced as those used by higher ranked members of the Imperium, the most experienced soldiers and officers of the Tetuanis Mechanized Infantry are occasionally augmented. This is always in an effort to save their life for future service versus an efficacy augment except for the most well connected officer who can afford the best augments. Bionics have become an informal reference to see who's served in combat the most, for those who have fought many battles it's common to see mismatched bionic limbs. Still, outside of the highest ranking officers, bionics are chosen for quantity over quality and they are just enough to bring the guardsmen back to operational status.
Purity Seals
Awarded by attached Ministorum Priests (to the individual) or by techpriests (to the weapon/device itself) either by their own volition or at the request of a commander, purity seals are common amongst the most faithful or experienced guardsmen or most venerable equipment. Generally affixed to either their weapon (when the weapon's machine spirit is venerated due to a long term of service, especially in plasma or melta weaponry), or the armor of the guardsmen.
Regimental and Company Standard
A source of pride and symbol of faith for a regiment and its companies, each regiment and each company was granted a standard during the regiment's formation. Passed down from commander to commander, the standard is unique to that particular company and will generally follow the same format, a large T for Tetuanis, with company number in the lower left of the T and C in the lower right. Underneath the T is the regimental number, with the backside of the flag having a company symbol.
Elite platoons may also have a Platoon standard granted for great deeds by regiment command, but these are wholly unique and don't follow a particular layout. The standard is normally carried by the company or Platoon commander or a designated bearer that the commander designates, but some vehicle companies will fasten the flag onto their lead or a bearer tank.
Refractor Fields
A mark of major status, refractor fields worn by Tetuanis officers normally come from one of two sources - awarded by Eternum sector command as a recognition for exemplary service (or good political connections), or as a gift from Eternum's Inquisitorial conclave (awarded to those who the Lord Inquisitor or his underlings see value in). Ironically it is the Inquisitors who have less pomp and circumstance for the award, and their bequeathal is normally an informal delivery like a quartermaster handing out a lasgun, though there are exceptions. The sector command award is a festival in of itself, with large number of nobles from across the sector attending the ceremony (and the political battle before and after during feasts and introductions) politicking with the rising star officer to try to curry future favors. A last option for earning their refractor field exists, and it is comprised of those either of noble lineage or popular enough to garner planetary attention in the betting wargame (where nobles bet thrones on outcomes of actions and battles)-a well off family who risked a large amount of thrones may invest in their choice by sending them archeotech and other rare items they have accumulated over the millennia. Officers who earn their field this way are not eager to share that fact, and either hide it or come up with a cover story to maintain their image and avoid looking like a pet of the nobles.
Regimental Appearance
Designed for both urban operations as well as combined arms approaches, infantry utilize blue to light blue armor with grey fatigues. Lasguns are generally black, save for older regiments that utilized dull teal variants. Most guardsmen will either have a light blue or slightly darker blue, the color variation resulting from different production centers using slightly differing blues combined with long term exposure to the elements for the more 'recycled' armor. Infantry wearing Red (Auctoritate in high gothic) generally signifies either command elements, soldiers assigned to command elements (not all will have red markings, only those authorized to issue commands in their commanders stead), and some abhumans for differing reasons. Contrary to standard command structure, a soldier with red insignias can only order their own designations. Thus a command squad member with red insignias cannot officially order a Bullgryn Bon'ead with red markings. However, Auctoritates are the most respected guardsmen and generally report directly to the company or regimental commander, thus most will at least heed their words. Auctoritate honors will always be on a pauldron or beret, so a sergeant with standard red chevrons is not an Auctoritate. Most commanders will have Auctoritate markings to show both that they have earned their command in the eyes of the regimental colonel and they are allowed discretion in achieving objectives. The command elements without Auctoritate honors still have authority, but are less trusted with the most important missions until they've proven themselves.
Infantry Markings
All guardsmen will have the identifier regimental marker on the left shoulder, and command elements have the regimental command number (founding number-skull-regimental number). Command elements generally persist through regimental reforming, thus they do not utilize the iteration of regiment identifier. Conscripts (Pluvium) do not have any regimental markings or status identifiers outside of their default uniforms. Standard guard squads have a squad marking symbol on the right shoulder, with some squads painting the symbol different colors to represent their role and ease identification. The marking varies by company, with some using a colored club symbol, and others using a number or letter. Veterans use the diamond symbol for a non formalized squad, and numbers or symbols for formal squads, again painting colors for different purposes or different companies. Some select veterans are authorized to wear command squad insignias representing command squad honors. Although most common for command squads, they can also be embedded in standard squads as the situation requires. Heavy Weapons and Special Weapons use a skull where the squad marking will normally be, though like all things this can change dependent on the regiment's traditions. Due to casualties as battles progress, squads may be merged and squad markings mismatch until the battle or campaign is over.
Heavy Weapons and Special Weapons
Tetuanis Guardsmen trained in advanced heavy weapons and special weapons (lascannons, plasma guns, melta guns and others) usage are rarely permanently attached to a squad or even platoon (save for more veteran squads), instead they are attached at the company level. Depending on a squad's objectives, the commanding team will assign the relevant weapon team or guardsman to the squad. Some squads will have permanently attached weapons to complement their experience, but most will be assigned for the entirety of the campaign or mission. Non-fixed squad heavy weapons or special weapons guardsmen receive a skull insignia instead of squad markings. The skull marks not only expertise in dealing death, but also honors the sacrifice of these specialist teams as they are almost always priority targets for enemy units. Still, due to the demands of battle and reorganization of squads it is not uncommon to see a non skull gunner in a squad they're not formally part of.
Only guardsmen who have proven themselves in battle, as well as in responsibility, are eligible to bear plasma and melta weaponry. Outside of command or formal veteran squads squads, special weapons gunners use the standard skull to denote their training. While most special weapons guardsmen are veterans, they do not have to earn the Aquila Aurea (veteran Gold Eagle) to receive training. Plasma weaponry is by far the most common special weaponry for Tetuanis regiments, followed by flamers and grenade launchers. Melta weaponry is valued highly, but much rarer since the fall of Hyacinthum. Melta guns are thus only trusted to veterans and shock trooper squads, only in the most desperate cases would a normal squad be able to utilize one. Luckily, Hyacinthum was not a primary producer of plasma weapons, so plasma is far more common, enough that standard guard squads in the 1st and 2nd companies will often have a dedicated plasma gunner.
Abhuman and Psykers Markings
Abhumans and psykers will generally utilize the same general color scheme that corresponds with their role. Astropaths that work closely with the command team will have red robes, bullgryns will have predominantly blue urban schemes, and psykers will have blue coats or uniforms. Some more powerful psykers may have a blue greatcoat with dark red undercoat, and gold regelia. Outside of the blue identification, the rest of the color scheme and markings does not adhere to Tetuanis markings and is for either status representation or to enhance channeling or squad efficacy. While a sanctioned psyker may have red or gold in their regelia, they generally are not authorized to command troops unless given a specific mission with well defined goals and objectives.
Verdis Laurels
The highest award possible for a Tetuanis commander, Verdis Laurels are green laurels draped across their armor. Few have received the award, but those that have command tremendous respect and make up the upper echelon of regimental commanders.
Morale and Rations
Among the Tetuanis Mechanized Infantry luxuries are some of the most prized items for guardsmen, along with officers who want to improve morale. Since lho sticks are produced on the nearby planet Tobago, most guardsmen are rationed one pack a week. Veteran companies are all authorized to receive daily packs due to their frontline combat and responsibilities. Recaf is just as common, with officers and snipers receiving extra rations to improve cognitive function and morale.
Alcohol is officially banned for combat zones, though after a successful campaign companies will often break out 'Tabago Brown', a powerful bitter drink with lho leaves mixed in. Even though it's banned in combat zones most guardsmen who have served a tour keep a private stash nearby to their persons, and a green guardsmen falling for the 'lhocaf' switch (swapping recaf out for Tabago Brown) is the final rite of passage before their brothers in arms accept them as fellow Tetuanis Guard. Some officers instead prefer lho stubs, and it's common to see an officer chomping one while barking orders. Colonel Steiner of the 812th is particularly fond of lho stubs, and common regimental myth says any line trooper who sees Steiner without his lho stub is doomed to perish in their next fight. Most Guardsmen of Tetuanis, along with most of their commanders, place a high value on preserving Imperial civilian life where possible. Though the civilians may be conscripted, they are generally safe from saturation bombing, artillery, or orbital bombardments unless the target is especially high value or the situation dire enough. This is not a hardset rule however, and certain Tetuanis regiments (like the 444th Mechanized) have a notorius reputation for excessive civilian casualties due to reckless bombardments.
As most Tetuans smoke, a common spot check guardsmen use for experienced soldiers is to watch how they smoke their lho sticks at night. The experienced Guardsmen smoke theirs with a fashioned small metal ring to conceal the ember, preventing enemy scouts from seeing it while more green recruits are careless and easily visible while smoking.
Infantry Fighting and Support Vehicles and Command Vehicles
Speed and armor are critical for any mechanized regiment, and Tetuanis's mechanized regiments are no exception. Tetuanis Mechanized Infantry makes heavy use of Chimeras and Valkyries. Each Mechanized Infantry Company possesses five Chimeras per platoon, with one additional Chimera for company command. During normal operations, only a few squads will use their Chimeras as AFVs and ride them into a priority engagement zone, while the rest of the Chimeras are organized into hunting packs to reinforce sections of the front line or serve as a skirmish line to harass vulnerable elements of the enemy behind the front. Each Mechanized Company also possesses fast attack, mobile flak and crowd management battery, and recon support, comprised of 1-3 Hellhound variants, 3 Hydras, and 3 Scout or Armored Sentinels respectively. Each are fast enough to keep pace with the Chimera Infantry Fighting Vehicles (IFVs) and are used to support advances or defense as needed.
Command Chimeras are used as mobile Strategiums, festooned with several antennas to issue and receive vox updates, positional data, scout and battlefield information and orbital data. They also serve as the transport of command elements on the field, as well as attached elements like advisors. Command Chimeras also carry advanced sensors that can pull data or vox intercepts locally, allowing front line commanders to augment their normal data while serving as an ideal moving bastion to transmit orders. Chimeras also carry additional protection to keep command elements safe even in the frontline, and while the Chimera is still vulnerable to being disabled and not fight worthy, it is incredibly difficult to destroy it without very heavy ordnance. They will carry weapons like the multilaser and heavy bolter, but the main role is serving as a secure moving command center and allowing commanders, and whoever they bring along, safe and secure access to where they need to be on the battlefield.
Supply and Auxiliary Vehicles
Tetuanis Mechanized Infantry are more mobile than most regiments, but ammunition, fuel, and other supplies critical to keeping a regiment fighting are still needed. Each Mechanized Infantry regiment possesses a Transport and Logistical detachment equipped with Trojan Support Vehicles, non-combat trucks, and coordinates with the Company Quartermaster and Service detachment to ensure each Company is properly stocked. Although not normally sent into combat, this detachment is still comprised of Guardsmen who can defend themselves or be pushed into the line if needed.
Due to the unreliable terrain of most urban battlefields, Hades Breaching Drills are occasionally used by Shock Troopers and veterans to deploy behind enemy lines. The drill bursts out of the ground, rapidly deploying Guardsmen who then assault high value enemy targets. Due to the immense strain digging through foundations causes to the drill, it can only dig once during an engagement until Enginseers can recalibrate the blades and assist in reloading the necessary cargo. Once deployed, the drill is turned into an ad hoc melee weapon, turning enemy troops into mist and crushing vehicles. All Hades Breaching Drills made for Tetuanis regiments are produced by the forge world Filimars, located a subsector away. The cost of the drill, coupled with Filimars's production commitments to Mars and Space Marines leads to very few drills being made available, thus only experienced regiments will be issued one. Most drills currently in service date back centuries, and are often covered in grime and rust from years of nonstop service.
Tetuanis herself manufactures Cyclops demolition vehicles, which are used to great effect against hardened enemy positions or the most resilient of Nurgle's forces. The controllers attached to infantry companies each have their own 'calling card' they paint on the vehicle per tradition and ease of identification.
Attaches and Auxiliaries
Servitors
Though the servitor is no stranger to Imperial citizens, most are vat grown or controlled by the Mechanicus. Tetuanis regiments exclusively utilize former prisoners as servitors, with most coming from draft dodging hivers. The life of a citizen who escapes conscription and is caught is brutal, working in toxic manufactorums until their bodies are on the brink of death. Instead of allowing death, prisoners are instead turned into servitors, all brain functions replaced by litanies of work. While primarily a support role to assist in repairs and logistics, occasionally combat servitors will accompany a tech priest for field operations, still wearing their orange prison jumpsuits as a reminder of what happens to those who disobey the Imperium. The servitors are overseen by regimental Techpriests, who ultimately control them, but servitors are also commanded by the quartermaster and his underlings who assist in managing the rapidly moving baggage train of a mechanized regiment. Outside of the Mechanicus attache, servitors are most often found in the Service and Transport and Logistical detachment.
Psykers
Historically Tetuanis regiments made little use of psykers, but with the massive changes wrought by the psychic awakening, that has changed. Several psykers appeared amongst the nobility and underclasses, leading to eventual adoption by certain regiments. While their main role is to focus on denying enemy warp actions and scrying, more and more commanders are taking advantage of the massive offensive potential offered. However, as always psykers teter on the edge of corruption and damnation, and several naïve commanders learned the dangers of using the warp when they pushed their psykers too far and they became living portals to the warp. After several companies were wiped out due to psyker possession, a standing order was placed by Eternum Militarum Command for a commissar to permanently be assigned to a psyker to give them the Emperor's peace if they are found wanting. In practice, the commissars are often needed in multiple places at once, and watching psykers prevents them from enforcing morale on the line.
The standing order is allowed to be revoked on a psyker by psyker basis, but requires the authorization of the regimental commander. While rare, some psykers are veterans of multiple campaigns and they have proven themselves to their commanders and thus receive more autonomy. More autonomy is not complete autonomy, and these psykers are still required to report for examination and debriefing after any assignment. Regimental commanders are very conservative about suspending the standard order, as they know all too well while a psker may be effective and fight well, they cannot ever be fully trusted. Furthermore any failures or casualties caused by revoking the order (the psyker accidentally killing themselves is not enough, they must be possessed and hostile, become a portal to the warp, or commit heresy) are fully blamed on the commander and they will be held accountable. While under this order they do not have a full time commissar attached to them, they can be and are watched by any commissars on the field near them.
Currently there are only a handful of these 'unwatched' psykers, one of which is the 812th's Othar Wukalis. The order only applies to psykers that are exceptionally gifted and classed as Primaris Psykers or powerful Sanctioned Psykers, the psykers in training are generally exempt due to their lack of power to cause a serious incident. They still are watched by senior trainers and required to undergo examination and debriefing after battles, but they are not worth the commissars it would take to fully monitor them on the battlefield. As Tetuanis only began producing psykers post great rift, many guardsmen have never seen one before and view them with great distrust, and even the most experienced Guard maintain a healthy suspicion of them. Psykers are officially part of the Support Company, though in practice are de facto members of a certain company or attached to a command staff.
Ecclesiastical Attaches
The fallout of the Hyacinthum heresy led to an increased presence of Ecclesiastical elements across Tetuanis, and the regiments were not spared this. Ministorum priests, accompanied by Inquisitorial Crusaders, were attached to every regiment to enforce the Imperial Creed and monitor for any signs of deviance. Depending on the regiment, they can either be fully busied putting the regiment through trials or tribulations, or are satisfied with the regiment's level of devotion and instead inspire and reinforce faith. The 812th Tetuanis is an example of the latter, with its priests and crusaders charging into holy melee accompanied by bullgryns and other close range combatants. The priests are especially valued by regiments focused on fighting Nurgle's forces, as their fervor creates a shield of faith that acts as a bulwark against the horrendous diseases that normally spell death for any close range combatants.
The priests and their crusaders are fully protected by faith, while the Bullgryns they generally fight alongside are protected by rebreathers (and in the Bon'ead's case, Inhalantes augmentations to filter their breath). While the Bullgryns are protected, even with their enhanced immune systems they are not completely immune and after battle priests may have to setup holy cleansing stations to fight off the warp while medicae teams work to heal the Bullgryn. Sometimes, that is not enough and the Bullgryn must receive the Emperor's peace.
Chaplains are also heavily used by the regiments of Tetuanis but are not standardized. Chaplains are standard Guardsmen with exceptional faith taken under the wing of one of the regiment's priests or confessors and charged with maintaining moral health of their squad, platoon, or company. Militarum Command does recognize Chaplains officially, and they are provided certain deviations from the standard kit such as different markings or colors. Although sometime Chaplains are even more respected by the Guardsmen of the regiment than the priests and missionaries of the Ecclesiarchy, Chaplains must defer to the Adeptus Ministorum in all matters of faith.
The priests, ministers, missionaries and their Crusaders and followers are part of the Support Company, though they are assigned to companies or fronts as needed by either the senior Adeptus Ministorum member or regimental command, though regimental command cannot (to their chagrin) overrule any decision from the senior priest.
Adeptus Mechanicus
Conspicuous amongst the regiments of Tetuanis in their red Mechanicus robes, their bodies twisted by the numerous sacred augmetics that bring them closer to their Omnissiah, the Enginseers of the Adeptus Mechanicus attache maintains the vast store of weapons, fighting vehicles and other various and sundry war materiel required by the mechanized regiments of Tetuanis.
They command armies of Mono-task Servitors, and bear with them arcane tools, and possess an abundance of knowledge concerning the workings of the sacred machine. Always, they move among their regiments' armouries, soothing Machine Spirits, and ensuring that all proper obeisance is made to the Machine God.
Tech-priests work closely with the Service Detachment though they will often find themselves amongst Armored Companies to help coax machine spirits and ensure vehicles keep running. Although the Quartermaster does not command the Mechanicus attache, in practice they work closely together.
Enginseers serve as field engineers and maintenance specialists across the galaxy as those seconded to the Tetuanis Mechanized Regiments will be called upon to make repairs on the battlefield as well as in the workshop.
Commissars
Commissars are attached to the regimental HQ, and their number varies based off the parent regiment's history and role. Trusted rapid reaction Battlegroups like the 812th possess fewer commissars compared to a more green regiment responsible for defensive redeployments. Commissar assignment will likely wise differ, with more trusted regiments normally having one senior commissar attached to regimental headquarters and the rest assigned to critical companies like the 1st, 2nd, 5th, 10th, and Support companies. Commissars duties vary as much as deployment, with some commissars serving as additional relay officers or increasing morale through speeches and actions, while others rule with an iron fist and execute for the smallest infraction.
Regimental Advisors
Tetuanis regiments generally receive attaches from Imperial organizations as well as designated individuals that specialize in specific tasks. The most common attaches to a regimental commander are flight officers from the Imperial Navy (responsible for coordinating deployment and naval support as well as assisting in aerial maneuvers), Astropaths (to supplement vox communications and scry), and Masters of Ordinance (to oversee the Regimental artillery). Only the Master of Ordinance is officially part of the regiment, the rest being attached as needed.
Abhumans
Most abhumans are permanently attached to a Tetuanis regiment. Ogryns are drafted from the nearby Obaurn, while Ratlings are drafted from the agri-world Shiron. Ogryns are treated with more respect by the average Tetuanis Guardsmen, as though they're dumb brutes they have saved the lives of countless guardsmen and charge in with reckless abandon, proving themselves in the eyes of their baseline human comrades. Ratlings, however, are treated as outsiders, segregated where possible due to rampant thievery. Still, their skills as snipers and cooks cannot be denied, and guardsmen will look past any thievery for a cook who can make corpse-loaf taste edible.
The Ogryn of Obaurn make excellent Bullgryn candidates, and most have pieces of shrapnel and rounds permanently embedded in them, left as a display of 'da strongestest and tougherest' as the bone'eads put it. For most of Tetuanis's history, excessively intelligent ogryns (who sometimes are even able to spell most of their name) have served as life wards to the better off nobility, trusted to be utterly loyal, massive shields for their masters, they are often adorned with Ogryn sized (and resistant) decorations to reflect their master's taste. This has carried over to the regiments of Tetuanis, and most colonels (or well off commanders) have a personal Ogryn bodyguard. For example, the 812th, as befitting a Tetuanis regiment in high standing, has several bodyguards for critical individuals, the most famous being Lifeward Larb, who is most frequently assigned to guard the psyker Wilkus.
Ratlings are sent into combat in squads of their own, equipped with sniper rifles to take out high priority targets. Though generally far behind the active line due to their relative weakness, their aim is legendary for quickly eliminating enemy officers and high value targets.
Abhumans are referred to as a detachment instead of attaches in organizational charts due to their predominantly permanent assignment, and are part of the support company. The abhuman squads are assigned as needed, though some regiments second them to a specific company for the duration of a theater or campaign.
Traitor Regiments
Although rare compared to standard regiments due to Tetuanis's culture there have been several Tetuanis regiments, who over the course of their duties, became disillusioned and rebelled, either becoming pirates, warbands or mercenaries, or falling to the dark gods. The only confirmed entire regiments from Tetuanis that collectively betrayed the Imperium are the 66th Bloodied Guns and the 777th Pox Shamblers.
Just a whiff of one of these traitor regiments can send a loyal Tetuanis regiment into a frenzy, causing guardsmen to abandon their fortifications to charge the traitors. Though this is well intentioned, it is tactically deficient and often causes more problems, leading commanding staff to mislead their regiment of the true nature of their foe to avoid pointless charges.
Some may question why Tetuanis takes these traitors so seriously, as guardsmen deserting are relatively common. While individual or small groups of guardsmen may desert or turn traitor, that rarely reflects on the regiment proper since they are generally unavoidable rigors of war. A whole regiment to turn to the dark gods is not only an affront to Tetuanis, but a stain on the honor of all Tetuanis commanders and soldiers. Back home fares little better, with entire hab blocks or towns where a traitor regiment was raised being ostracized en masse and blockaded until they're starved.