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{{LRegiment|Uniform=Unknown.jpg|Uniform PX=|Miniature=Unknown.jpg|Miniature Px=|Name=Tetuanis Mechanized Infantry|Homeworld=Tetuanis|Specialties=Lightning Warfare and Accuracy|Regiment Type=Mechanized Mixed|Appearance=Urban Grey Fatigues, Light Blue Armor, Dark Leather}}
{{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 ==
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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.
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.
====== 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 ==
== Equipment and Markings ==
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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.
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 ======
====== 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.
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 ===
====== 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.
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.
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.
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 ===
====== 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 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.
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.


=== Regimental Advisors ===
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.
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]]