Tetuanis Mechanized Infantry: Difference between revisions

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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 ==
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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 ======
====== Artillery Organization ======
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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.
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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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.
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.
====== 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.


=== Attaches and Auxiliaries ===
=== 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 ======
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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 ======
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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.
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 ======
====== Regimental Advisors ======
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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.
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 ===
=== Traitor Regiments ===
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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.
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]]