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The Inanis Thrashers are the elite Astra Militarum regiments that hail from the inhospitable and harsh void stations of Inanis. Due to their harsh living and working conditions, the troops of these regiments make ideal void-borne warriors and often deploy as heavy void infantry formations. They also excell at planetary operations and can deploy as light infantry ground formations. As such, they are fully trained and equipped to deploy to void war zones, hazardous planetary environments and operate both as "interface" troops (meaning transitioning from void to ground operations in combat conditions) and fight heavily contested boarding actions.

The regiments of Inanis are hardened fighters and vicious up close, deadly in melee as well as at range. Armed with the tools of their grim trade, they are not afraid to face their enemies in single combat, and feel the hot blood of the freshly-slain on their skin. The deadly, winding corridors of Inanis, endless mineshafts and tunnels deep below an asteroid's surface are where these specialists are borne and bred. Lightly armoured and armed with carbines, bullpups, and other short-barrelled weapons along with numerous deadly melee weapons, these close quarters specialists are trained to move and fight effectively in confined spaces.

Most Inanis Clansmen regard the strict rationing, draconian regulations, and complex bureaucracy of the Departmento Munitorum as needless restrictions upon their capabilities. These regiments are populated with those who scavenge additional equipment from the battlefield, possessing a habit of finding things that have dropped into their pockets by 'accident', picking things up in the streets, finding 'junk', and generally acquiring things that belong to other people. Inhabitants of a varied kinds of orbital stations from agri-domes and trading hubs to defence stations. Inanis Clansmen generally spend time in heavy mining operations strip an entire belt of asteroids of valuable metals and materials as they freely flow between what jobs are required on their stations. It is no surprise that many individuals born to serve aboard these facilities spend their entire lives space-bound, never setting foot on a world's surface, unless, that is, they are chosen to serve in the Imperial Guard. Life amongst the machinery and cramped corridors of a void station is quite different to life beneath an open sky, and is confining even by the standards of a hive world.

Due to their being born and raised in these void stations, the Inanis Thrashers train extensively in artificial and even zero-gravity environments, becoming especially adept at operating in such environments under normal conditions and in emergency situations. They are considered a Void born regiments are relatively rare within the Imperial Guard, as such are often highly valued by the general staff for their unique skills. Thrashers are often appear unnaturally pale and gaunt, combined with the insular, clannish ways of many Inanis have difficulties when interacting with non-Inanis regiments. Thrashers are well known for their fierce independence, as well as their highly innovative (though somewhat dangerous) methods. Other regiments generally do not think well of them. The Inanis use mines and processing facilities located throughout the subsector to acquire materials for the Imperium.

Homeworld

The Inanis' top priority is the survival and sustainability of their Complex. Most of their laws and customs revolve around this goal. Because every Inanis depends on his or her crewmates to survive, they are much more community-minded than individualistic than most. Loyalty, trust, and cooperation are highly prized qualities. Even in their ancient past they were very emotional people. Conditions aboard most Inanis stations and ships are extremely cramped. It is not uncommon for all family members to share the same small living space, which in turn is in close proximity to many other families' quarters. These spaces are often uncomfortable and ill-designed for living in, having been reappropriated from other functions such as storage. Families decorate their individual dwellings with colorful quilts, which serve to muffle sound and also to make the environment more cozy. Inanis place low value on personal possessions, instead evaluating objects by their usefulness and bartering them for other items once they are no longer needed. Every ship has a designated trading deck where those looking to barter can gather to do business.

Inanis is governed by bodies such as the Board and the democratically-elected Conclave, though ship captains and onboard civilian councils tend to address most issues "in-house" before it gets that far. The Conclave is overseen by the Board, five Inanis who can override the Conclave's decisions. Inanis are divided into several clans that can be spread across several ships, or restricted to one. The Inanis Complex is broken up into various clans, sometimes spread over several ships and stations. Each individual ship or station has long been retrofitted to house as large a crew as possible. Over time the Inanis thin out the vessels they can't use or are too damaged to repair, pooling the resources to buy and convert new ships and stations. They rely mainly on secrecy to ensure their safety from predatory Imperial Representatives. They are extremely adaptable and can adjust their equipment and lifestyle to suit various harsh conditions. They rely on others for assistance, products, etc. as little as possible.

Regimental Combat Doctrine

First Wave clears a hole Second wave comes out and forms a kneeling firing line Throwing grenades Final line charges in melee while enemy is off balance I was thinking pop choke grenades into a tunnel, Flamer march forwards, spewing flames, then they can split, melee dudes charge forward, then behind them you could lascarbines supporting with suppressing fire and stun grenades Edited by TechCaptain
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Interesting concept. How well do the guardsmen fare in relatively open environments, like those on a planetary surface? Do conscripts and new recruits receive additional training to correct that weakness, before they're deployed to such environments?

 

What heavy weapons do they bear? Maybe a crew-served version of the Ogryn ripper gun, to overwhelm the enemy at close range? Shotguns able to fire miniature grenades, and/or grenade launchers able to fire mini-missiles (see articles on the FRAG-12 and Raytheon Pike), to deal with enemies at relatively long range?

First Wave clears a hole Second wave comes out and forms a kneeling firing line Throwing grenades Final line charges in melee while enemy is off balance I was thinking pop choke grenades into a tunnel,

What are "choke grenades"? Gas grenades containing a chemical that induces choking?

 

I assume the guardsmen are issued protective masks (what civilians mistakenly refer to as "gas masks") to protect themselves from the effects of their own choke grenades. Are they also issued heavy shields to protect themselves from shrapnel, in case they face Necrons and other enemies that don't breathe, and must use frag grenades instead?

 

Nitpick, with suggested correction in italics:

Inanis Clansmen generally spend time in heavy mining operations strip an entire belt of asteroids of valuable metals and materials as they freely flow between what jobs are required on their stations.

I replaced "and" with "an".
Edited by Bjorn Firewalker
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Posted (edited)

So Choke grenades are a variant smoke grenade with chemicals for choking, They also have Frag grenades for cases needing them. They are issued special masks since everyone is issued whole Environmental suits which include protective helmets and yes frontline troops have large shields for protection. Depends on which line of the waves they are one for exact armament. 

 

They don't fair very well in open environments fairing about as well as the average guardsmen or maybe slightly worse. As for heavy weapons I think a variant of the Ripper gun makes the most sense. They just really don't think in ways of puncturing deeply because that could cause explosive decompression in their space stations. 

Edited by TechCaptain
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As for heavy weapons I think a variant of the Ripper gun makes the most sense. They just really don't think in ways of puncturing deeply because that could cause explosive decompression in their space stations.

So if they encounter a Chaos Space Marine, the guardsmen will bring up ripper guns to target joints in the enemy's armor?

 

How will they deal with enemy tanks? Crawl towards the tanks, avoiding enemy attention (and fire) until they're close enough to plant demolition charges on the tanks, and the detonate the charges- preferably after they crawl back, out of the blast radii and out-of-range of any guns the enemy may use to retaliate?

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As for heavy weapons I think a variant of the Ripper gun makes the most sense. They just really don't think in ways of puncturing deeply because that could cause explosive decompression in their space stations.

So if they encounter a Chaos Space Marine, the guardsmen will bring up ripper guns to target joints in the enemy's armor?

 

How will they deal with enemy tanks? Crawl towards the tanks, avoiding enemy attention (and fire) until they're close enough to plant demolition charges on the tanks, and the detonate the charges- preferably after they crawl back, out of the blast radii and out-of-range of any guns the enemy may use to retaliate?

 

 

So tanks would definitely be demo charges and probably approaching from below. So for tanks and heavier support some of their troops have hades drills. Being miners and tunnel fighters. For Chaos Space Marines they would be somewhat screwed but yea Ripper Guns and some have mauls to do some damage. These guys are not meant for pinnacle of IG fighting just to be a unique asset in the subsector. They work in conjunction of my other Regimentos. 

 

Lunar Venatorii Cavalry Regiments - The Best Regimentos of the Subsector (Storm Troopers on Bikes)

Cogger Hive Guard - Large Attrition Formations with tons of Autocannons

Arali Siege -  Basically Siege breaker combat engineers

Ishtar Rangers - Scouts and Snipers

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