Roll 1d100 | Demeanour | Description |
1–2 |
Addict |
Whether it be Departmento Munitorum issue stimulants or deadly contraband substance, the character is addicted. If he goes for long without his fix, he become irritable and irrational, and will go to extreme means to sate his addiction. |
3–4 |
Affable |
Ever willing to offer a hand to even the surliest of his squad mates, this character makes a point of trying to understand and assist his comrades. |
5–6 |
Backwater |
While he hails from the same planet as his squad mates, the character is from a location relatively separate from the main society on their homeworld. He does not quite fit in with many of his comrades, often misunderstanding idioms the others readily grasp. |
7–8 |
Heroic |
This character is known for his deeds of unfailing heroism. Tales of his exploits have spread throughout the entire regiment and beyond, and his reputation almost inevitably precedes him. |
9–10 |
Bilious |
Caustic and spiteful, this character reacts to most things in the same way: with cutting remarks, and not a trace of sympathy. This character is rarely liked by his squad-mates, but few wish to incite his impressive ire. |
11–12 |
Boisterous |
Loud and energetic, the character is always talking and joking with the other members of his squad, even when it might not be entirely appropriate. |
13–14 |
Braggart |
Arrogant and self-centred, the character cannot resist boasting to his squad-mates. He has told so many grandiose tales of his own accomplishments, no one can tell what is true and what is pure exaggeration. |
15–16 |
Cocky |
The character is incredibly confident in his own abilities, often to his detriment. He is quick to volunteer for a task, and is personally offended when people don’t share the same confidence in his abilities. |
17–18 |
Cook |
Loved by everyone in his squad for his talents, the cook is always attempting to make new and interesting food, despite the constraints of Departmento Munitorum issue rations. |
19–20 |
Coward |
The character was not bred for the battlefield, and is unable to handle the incredible pressures of war. He is jumpy, and ducks and covers at the first sign of danger. |
21–22 |
Death-Wish |
Either because of guilt, trauma, or the constant and unrelenting emotional wear and tear of life in the Imperial Guard, this character has developed a desire for personal annihilation. This does not extend so far as suicidal tendencies, and the character might or might not even be consciously aware of his wish to die, but it drives his actions nonetheless. |
23–24 |
Dissenter |
Contrary and argumentative, the character commonly disagrees with the decisions of his commander. If he isn’t brave enough to speak out directly, he is often heard grumbling to his squad-mates about his problems with the commander. |
25–26 |
Dreamer |
The character’s imagination often gets away from him, wandering off into daydreams and away from reality. He is an idealist, and seems slightly disconnected from the horror of the reality that surrounds him. |
27–28 |
Gambler |
To find this character in the camp, merely find the nearest group of guardsmen playing Tarot. This character is addicted to games of chance, and whether he is a perennial winner or loser, he will rarely pass up a chance to gamble. |
29–30 |
Green |
The character is young and optimistic, not yet prepared for the horrors that await him on the battlefield. He is blissfully naive, often asking obvious questions of his more experienced squad-mates. |
31–32 |
Incompetent |
Inept and bumbling, the character seems to always screw up any task he is given. |
33–34 |
Jaded |
The character has seen the horrors of war, and will never be the same. He sees his companions as nothing more than numbers on Departmento Munitorum forms, waiting to die on the battlefield. |
35–36 |
Joker |
Ready with a wisecrack for every situation, the character is always telling jokes, even in the most grim of situations. His squad mates have become so used to his constant quips and puns that all he gets in response are groans. |
37–38 |
Lateral Thinker |
Capable of impressive feats of ingenuity, especially under pressure, this character often offers unexpected solutions to the problems of the squad. Of course, some of his unorthodox ideas are better than others. |
39–40 |
Loner |
Quiet and introverted, the character prefers his own company to that of his squad-mates. |
41–42 |
Loose Cannon |
This character is always on the edge of behaving in ways that others deem “rash” or “unpredictable” in the name of success, and frequently ignores protocol in his pursuit of results. |
43–44 |
Loyal |
Dedicated to his friends, sometimes to a fault, this character places the utmost trust in one or more of his squad-mates, and gladly risks his life for their cause or well-being. |
45–46 |
Lucky |
This character has always been constantly (and sometimes infuriatingly) fortunate in at least one aspect of life. Whether this luck manifests itself in the character miraculously dodging falling shells, or merely in depriving his comrades of their lho sticks in games of Tarot, it has always been very consistent—at least so far. |
47–48 |
Mentor |
This character regards one or more members of the squad as his charges, and generally takes a parental, or at least supportive attitude towards those with less experience on the battlefield. |
49–50 |
Leech |
First to ask for a spare lho stick, last to offer one to a dying comrade, this character is a sponge, who leeches off of the rest of his squad for his material needs. |
51–52 |
Never Bathes |
Standards of cleanliness may vary from one contingent to another, but this character’s personal hygiene is consistently below that stipulated by the official regulations of any known regiment of the Imperial Guard. |
53–54 |
Nihilist |
This character embraces the emptiness that the Imperial Guard has worn in his soul. He cares little for whether he or his squad mates live or die, overwhelmed by their insignificance in the face of an uncaring universe. |
55–56 |
Numb |
Accumulated suffering has left this character unable or unwilling to feel intense highs and lows of emotion, instead seeking inner peace in quiet acceptance of the fickle hand of destiny. |
57–58 |
Oblivious |
The more obvious something is to the rest of his squad, the less likely this character is to notice it. From basic social cues to rampaging Orks, this character has a real gift for overlooking what is right in front of him. |
59–60 |
Obsessive |
This character is possessed of a keen attention to some sort of detail, and frequently becomes fixated on things that others find trivial. Whether this manifests in a need to keep his kit pristine, clean every part of his lasgun three extra times per day, or constantly check the ceiling for incoming Genestealers, this character’s squad-mates know him for one or more signature obsessions. |
61–62 |
Old |
This character has been around the block a few times, and, impressively, survived the trip. He may be a veteran of the regiment or merely a late recruit, but he has experiences (and likely complaints) not shared by the younger members of the squad. |
63–64 |
Optimist |
This character has been around the block a few times, and, impressively, survived the trip. He may be a veteran of the regiment or merely a late recruit, but he has experiences (and likely complaints) not shared by the younger members of the squad. |
65–66 |
Pessimist |
The flask of amasec is always half empty for this character, for bitter experience has taught him that the Emperor rarely has pleasant tasks for those who do His holy work on the battlefield. |
67–68 |
Pious |
The Emperor is not some distant deity to this character, but a guiding beacon whose presence he sees everywhere he goes. This character makes no distinction between his religious and his military duties, and has little tolerance for the vices or doubts of his squad-mates. |
69–70 |
Psycho |
This character is, simply put, violently deranged. Whether he spends his idle hours speaking lovingly to his knives, or is known through the regiment for hacking off an Ork’s arm and clubbing the xenos to death with its own limb, his squad-mates all worry that one day, he might cease to distinguish between friends and foes... |
71–72 |
Quiet |
This character speaks very infrequently. Whether this is stoicism or shyness, nobody is quite sure, and he has remained silent on the matter. |
73–74 |
Reckless |
No risk is too great for this character. He might be driven by his love of the Emperor, a desire for glory, or a love of adrenaline coursing through his veins, but whatever the reason, this character often takes unnecessary risks. |
75–76 |
Sarcastic |
This character is possessed of a biting wit, and for better or for worse, makes little effort to contain it. He rarely offers a direct answer when a snide remark will do. |
77–78 |
Sensible |
This character consistently makes quick, no-nonsense decisions, usually to his benefit and that of the squad. His squad-mates often seek his advice for their personal and practical problems. |
79–80 |
Shell-Shocked |
The trauma of war takes its toll on everyone, but some characters are more affected than others. Some past event left this character emotionally shattered, and while he might maintain a facade of normality, certain memories or triggers may cause his instability to bubble back to the surface. |
81–82 |
Slacker |
Hard work is anathema to this character, and despite the difficulty of maintaining a lazy lifestyle on the battlefield, this character is willing to try. While he cannot usually derelict his duties for fear of reprisal, this character is eager to pass on hard or unpleasant tasks to any squad-mates willing to take them up in his stead. |
83–84 |
Slow |
This character is does not jump to decisions quickly, and often spends a long time processing problems or challenges before taking any action. In the end, his decisions may be wise or they may be foolish, but his plodding pace might make his squad-mates wish he would simply make his choices faster. |
85–86 |
Smooth |
This character is more refined than many of his squad-mates. Most either admire this trait, or mock him for it. |
87–88 |
Steely |
This character has a piercing gaze, and is happy to let it do the talking for him most of the time. His squad-mates are exceptionally careful around him, for fear of his dark glare. |
89–90 |
Strict |
This character loves rules: the spirit, the letter, and everything in between. He is a stickler for the details of military regulations, and is quick to chastise his squad-mates for any laxity. |
91–92 |
Superstitious |
This character has a number of odd personal beliefs about the nature of the universe that diverge from those of his comrades, and is quick to see patterns in runs of bad luck, or offer explanations for strange phenomena that his squad-mates find outlandish. |
93–94 |
Talkative |
This character is extremely loquacious, and has trouble keeping silent. He voices his opinions and observations to anyone willing to listen. |
95–96 |
Thief |
According to this character, he merely partakes in “aggressive sharing,” but most people would call him a thief, or any number of other names not suited to polite company. Any item left unattended is liable to mysteriously find its way into his kit bag. |
97–98 |
Twitchy |
For some reason, this character has trouble remaining still for long periods of time, short periods of time, or, in truth, any period of time. |
99–100 |
Unlucky |
This character has a history of extremely poor fortune, and he and his squad-mates have noticed this trend. Whether he accepts his fate with quiet resignation, complains vociferously, or cheerily denies it, nobody in the squad thinks that his luck is likely to improve any time soon. |
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