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		<title><![CDATA[Latest posts for the thread "Renegade Guard Structure "]]></title>
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				<title>Renegade Guard Structure </title>
				<description><![CDATA[ After a little bit of a break from <span class="glossaryitem" onmouseover='gp(3);'>40k</span> i'm getting back on track with my renegade guard and i really want to set my fluff out for them. The only renegade guard i'm familiar with are the blood pact, and past their name i don't know much about them. <br /> <br /> What <span class="glossaryitem" onmouseover='gp(269);'>id</span> like to know is what is the structure of Renegade guard, how do they work independent of the imperium? do they function normally in comparison to any guard regiment? do they control planets, if so are said planets run normally as any imperial system or do they typically fall into disorder? how dependent are renegade on Chaos, in terms of the gods and equipment (dark mechanicus)? Really <span class="glossaryitem" onmouseover='gp(269);'>id</span> like to know anything in terms of Renegade guard, Thanks in advance <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0">  .<br />  ]]></description>
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				<pubDate><![CDATA[Thu, 28 Feb 2013 04:14:06]]> GMT</pubDate>
				<author><![CDATA[ end]]></author>
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				<title>Renegade Guard Structure </title>
				<description><![CDATA[ It really depends on how well trained they are, what they made off with when they defected, and whether or not they are being driven insane by one of the Chaos gods.<br /> <br /> I mean, a khornate Guard regiment isn't going to be setting up elaborate artillery barrages followed by coordinated pincer tactics.]]></description>
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				<pubDate><![CDATA[Thu, 28 Feb 2013 04:16:14]]> GMT</pubDate>
				<author><![CDATA[ Arcsquad12]]></author>
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				<title>Re:Renegade Guard Structure </title>
				<description><![CDATA[ Are you asking if there is organization to Chaos?  <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"> <br /> <br /> That aside, like most things in Warhammer <span class="glossaryitem" onmouseover='gp(3);'>40k</span> the answer is: Depends. It's up to you, really. I would also thing it depends on the regiment that rebelled. A Cadian regiment would still be just as organized and professional (May a little less so depending on the god) and Valhallans would still use human wave tactics. ]]></description>
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				<pubDate><![CDATA[Thu, 28 Feb 2013 04:24:17]]> GMT</pubDate>
				<author><![CDATA[ TheCustomLime]]></author>
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				<title>Re:Renegade Guard Structure </title>
				<description><![CDATA[ Structure? The very name and nature of the faction you are asking about is called "Chaos." I highly doubt there is much of a structure, if any at all. That said, I can't recall any fluff which directly refers to the organization of chaos (man thats a paradox) guard/cultists, so feel free to come up with your own ideas. I just have a hard time imagining a rigid militaristic hierarchy like the guard. I much more picture waves of gibbering, psychotic, mindless drones throwing themselves at the enemy, in thrall to the forces of the ruinous powers.]]></description>
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				<pubDate><![CDATA[Thu, 28 Feb 2013 05:24:18]]> GMT</pubDate>
				<author><![CDATA[ ragingmunkyz]]></author>
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				<title>Re:Renegade Guard Structure </title>
				<description><![CDATA[  I would say it would hinge upon how recently the Guard unit went "renegade", a newly converted Regiment would likely be very simular to a standard guard structure, much more so than one that had been turned decades or more ago, the loss of recruits , equipment and support from the <span class="glossaryitem" onmouseover='gp(533);'>IoM</span> will all have a telling effect on a units new renegade structure.]]></description>
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				<pubDate><![CDATA[Thu, 28 Feb 2013 05:28:50]]> GMT</pubDate>
				<author><![CDATA[ Soo'Vah'Cha]]></author>
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				<title>Renegade Guard Structure </title>
				<description><![CDATA[ Renegade guard don't actually have to be followers of chaos they could just disobey the high lords.<br /> <br /> The only thing that would have to be different would be no commissars (though these can be replaced by dark apostles, who use the profile for a commissar).<br /> <br /> Or they can turn to slobbering, half crazed berserkers aka followers of khorne.]]></description>
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				<pubDate><![CDATA[Thu, 28 Feb 2013 07:00:22]]> GMT</pubDate>
				<author><![CDATA[ ansacs]]></author>
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				<title>Re:Renegade Guard Structure </title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(143);'>WD</span> #293 had some fluff on the Blood Pact written by Dan Abnett. Pretty good and atmospheric information - and it describes how they skirt the line between disciplined troops and frenzied cultists with weird rituals. Also, the article contains rules for fielding Blood Pact squads penned by Andy Hoare. I will just briefly touch upon what I would regard as the aspects of most relevance to this thread. Keep in mind, however, that the Blood Pact is a unique organisation, and whilst I would personally support the idea of taking inspiration from it, one should not stick too closely to this order's background, unless of course you do intend to actually play the Blood Pact itself. Furthermore, it is of note that the Blood Pact, in spite of common belief, is not actually a Renegade Guard unit, but rather an evolved feral cult that has assimilated tactics, equipment, and in some cases soldiers from crusading Imperial regiments.<br /> <br /> Now, without further ado ...<br /> <br /> <b>Index Malleus : The Blood Pact</b><br /> <i>From obscure origins as a Chaos cult in the heathen fringes of the Segmentum Pacificus, the Blood Pact has risen to become a notorious threat to the Imperium of Mankind, for they are a rare combination: a fiercely disciplined military order with an unswerving loyalty to the ruinous daemon-gods of the warp.</i><br /> <br /> contents:<br /> - Physical characteristics<br /> - Homeworld<br /> - First Contact<br /> - Combat capabilities<br /> - Technology<br /> - Thread Index and Imperial Policy<br /> - Peculiarities<br /> <br /> <i><b>Physical characteristics</b><br /> [...] A Blood Pact warrior's hands always remain bare and ungloved to display the ghastly ritual scars across the palms and knuckles, made at the time of induction into the Pact. In cases where Blood Pact troops have been captured, or when opportunities have arisen to examine their corpses, ith as often been found that this ritual scarring covers other parts of the body and face.<br /> The ritual iron visors - known as grotesques - worn by the Blood Pact are variations of a single basic design. The masks portray a howling, screaming, grimacing (some say leering) face, often with a great hooked nose or chin, or both, like a carnival mask. For most ranks, this mask is pitch black, though senior commanders may wear silver or even gold grotesques. Such officers also affect uniform styles equivalent to the Imperial Guard, with epaulets, gold frogging and jackboots, etc. [...]</i><br /> <br /> <i><b>Combat Capabilities</b><br /> The Blood Pact is a martial force of distinction, a fact that often takes its enemies by surprise. The forces of Chaos are often feral, ruthless and zealous, and while savage assets in battle, these qualities often mitigate against effective battlefield operations. Unlike, for example, the Kith who followed Sholen Skara, the Blood Pact is not an army of poorly-equipped fanatics who overrun their enemies by sheer berserk fury. The Blood Pact is drilled and trained in warfare techniques to a standard of competence at least equivalent to the Imperial Guard. They have excellent (often captured) communication systems and an unshakeable chain of command, meaning that they can be confidently deployed with tactical precision. The Blood Pact can hit specific targets or accomplish specific missions, and individual warriors have the intelligence and field training to operate independently, if necessary, for the Pact's interests. This is what makes them so dangerous: They are not mindless fanatics, they are excellent battlefield soldiers in the sworn service of Chaos.<br /> Certain elite or veteran sections of the Pact coterie form the so-called Death Brigades, representing the finest and most ruthless storm squads in the Blood Pact. Though comparatively few in number, the Death Brigades are often encountered at the spearhead of assaults, as the private company of senior Chaos leaders, or deployed on specialist missions, and are the most dreaded of all Blood Pact units.</i><br /> <br /> <i><b>Thread Index and Imperial Policy</b><br /> The Blood Pact is a direct and grave military threat to Imperial security in the Segmentum Pacificus. Its disciplined and trained nature represents the elite branch of the arch-enemy's host. Furthermore, concern must be expressed as to its increasing size. Urlock Gaur is a charismatic leader, and the Blood Pact is an aspirational order for many young warriors. The Blood Pact is also a painful object lesson as to how the primary skills and strengths of the noble Imperial Guard may be turned against the Imperium itself.<br /> Imperial military leaders are urged to suppress Blood Pact activity wherever it is found. The appearance of Blood Pact forces must be communicated at all costs to Fleet or Sub-Sector Command, as it indicates a pre-planned, tactical enemy action, as opposed to a random uprising or raid.<br /> The vile and heretical legions of Chaos are ordinarily a supreme menace to the Imperium of Men because of their bludgeoning ferocity and near numberless strengths. The Blood Pact is a rare example of a more precise and deliberate destructive force.<br /> Records also show that though the Pact show little quarter, they are more likely to attempt to turn and recruit Imperial soldiers (by force if necessary) than other Chaos forces.</i><br /> <br /> <i><b>Peculiarities</b><br /> A marked trait of the Blood Pact is its willingness to collaborate with xenos breeds and alien mercenaries from the outworlds and marches to achieve military objectives. Most notably, the Blood Pact often operates alongside non-human mercenaries called the Loxatl, using them as shock troops. [...]</i><br /> <br /> <br /> Also, what ansacs said. There's a difference between "renegade" and "Chaos", although the former often turn into the latter out of desperation once they have been hunted for some time. When that time comes, it would bring appropriate changes, but this is nothing that would happen "overnight".<br /> Apart from not having Commissars, the Ecclesiarchy Confessors would most likely be missing as well, or perhaps replaced by Chaos Priests. Due to the nature of Force Division following the Horus Heresy, most Imperial Guard units going rogue would also find themselves without air support, drop ships and interstellar transportation. Infantry regiments would lack tanks and artillery, whereas tank formations would lack infantry. Unless, of course, a combined formation has gone rogue as a whole, or the traitors managed to capture and loot equipment from their former allies.]]></description>
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				<pubDate><![CDATA[Thu, 28 Feb 2013 07:08:02]]> GMT</pubDate>
				<author><![CDATA[ Lynata]]></author>
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				<title>Renegade Guard Structure </title>
				<description><![CDATA[ Renegade Guard structure hmm, ask the Tau, they would know <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">]]></description>
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				<pubDate><![CDATA[Thu, 28 Feb 2013 10:24:57]]> GMT</pubDate>
				<author><![CDATA[ Pilau Rice]]></author>
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