Seventh Araheim Drop Troop Regiment
"The Bastard Seventh"; "The Lapdog Seventh".
"The Bastard Seventh"; "The Lapdog Seventh".
"It was like the emperor ran out of angels, so he sent men brave enough to step up to the job instead."
— A retired Arbite Arbitrator on his deathbed, recollecting the Seventh landing at the Araheim Heresy.
s p e c i a l i t y
Paratroopers: Generals and admirals are always eager to get a hold of a good drop regiment and with good reason: these all-volunteer elite and unconventional troops are few and far between, capable of fighting unpredictably and quickly with reduced supplies on short notice. Surprise attacks, raids on supply lines and vulnerable positions, ambushes, and guerrilla warfare, only barely covers off the tip of the iceberg of what a good drop regiment can do.
Close Quarters Experts: The soldiers of the Araheim Seventh have a long history of fighting in close spaces, whether it's the dense streets of their hive world or the narrow corridors of a spaceship. Not only are they aware of this trend but they're proud of it, being certain to keep themselves up to scratch. This makes them a popular choice for navy captains as not only are they almost two thousand pairs of hands that are comfortable with void combat, they're also able to pass on a few tricks to the ratings.
Kinslayers: The foe that the Araheim Seventh excel at destroying is, tragically, their fellow man. Many veterans of the regiment can recall uncompromising raids on renegades and traitors, something which is often admitted with some hesitation. Such is the cost of "peace" in the Imperium.
f l a w s
Indebted: If it weren't for the timely intervention of the Ordo Hereticus Inquisitor Cloe Aemilius some time ago, the regiment would have many different faces. But as is expected, the assistance of the Inquisition rarely comes without a cost and Cloe in particular is quite pressing when it comes to reminding the regimental headquarters element exactly how many of their lives are owed - or in practice, owned - to him. When Cloe or another from the Hereticus pulls the leash, the seventh can only bow their head and scamper along behind them, hence the nickname "the Lapdog Seventh"; and should they refuse, the Inquisitorial Stormtroopers "assisting the regiment with training standards" will surely finish the work the Officio Prefectus was forced to leave unfinished.
Untrustworthy: Many have not forgotten the broad and uncompromising purges executed by the seventh on behalf of the inquisitorial contingent at the Schism of Arcen-III, killing fellow man and traitor alike in hope of uprooting the genestealer cult. Many also have not forgotten the general retreat order executed by the seventh while other regiments stood and fought to the death against the Tyranid swarm; not least of the Officio Prefectus, who had every intention of executing the regimental headquarters element and assuming command until an inquisitorial rosette stood in their way. Furthermore, it's the worst kept secret within the regiment that the men are scarcely afraid of looting the majority of enemy weapons should their own limited supplies - which, in fairness, they do well to conserve - run too thin. While many soldiers in the regiment pass off the "Bastard Seventh" nickname as a jab at their guerrilla tactics, there is much more to it than that.
Organic: While few dare talk about Arcen-III, those who recall it know too well: that forsaken swarm will one day be the end of the Imperium. Some among those even believe that they will be the end of the regiment too, once karma catches up with them and they're sent to cut off swarming supply lines that don't exist. Even on top of the difficulty that a drop regiment faces fighting the swarm, the seventh struggles even further again, struck with fear and recollection.
h u m a n _ s o u l s
2219, including attachments.
"I remember it, clear as day: our position was collapsing, the heretics were overwhelming us. I was staring down the barrel of a stub gun. Then, as I made my last prayers to the emperor, it vanished - it vanished under a boot, because one of them landed on him. It was like the emperor heard me pray but ran out of angels, so he sent men brave enough to step up to the job instead."
— A retired Arbite Arbitrator on his deathbed, recollecting the Seventh landing at the Araheim Heresy.
c o m p o s i t i o n
Regimental Headquarters
Colonel Domitilla Agrippa, Commanding Officer.
Major Nerva Severinus, Executive Officer.
Captain Tatiana Paula, Adjutant.
Captain Liviana Florianus, Operations Officer.
Captain Laurentinus Septima, Regimental Quartermaster.
Sergeant Major Lucretius Paulina, Regimental Sergeant Major.
Four Araheim Drop Grenadiers.
Two Araheim Drop Grenadier Medics.
Regimental advisers
Iulius Laurentinus, Astropath.
One naval officer for liaison with the navy and her aircraft assets, at the discretion of the local naval authority.
Inquisitorial attachment
One squad of Inquisitorial Stormtroopers (10), commanded by Sergeant Iunia Valerius.
Officio Prefectus attachment
8 commissars and 2 junior commissars.
Adeptus Mechanicus attachment
5 enginseers.
Per Battalion Headquarters
One Battalion Commander.
One Battalion Executive Officer.
One Operations Officer.
One Regimental Quartermaster.
One Regimental Sergeant Major.
Four Araheim Drop Grenadiers.
Two Araheim Drop Grenadier Medics.
Drop Infantry Companies
Nine drop infantry companies, designed Alpha through India, accounting for 1632 of the regiments total number. There are three companies assigned sequentially to each battalion, designed 71st Araheim Drop Forces Battalion through 73rd. Each company contains:
- A company command element, including a company commander (captain) and company sergeant major (gunnery sergeant).
- Four platoons of drop infantry, counting at 32 per platoon. This includes the platoon command element of a platoon commander (lieutenant), platoon sergeant (staff sergeant), and 30 drop infantry. The soldiers within this are organised into three squads of ten, which include a squad commander (sergeant) and squad second-in-commander (corporal). Without operational requirements outstanding, two soldiers per squad will carry special weapons.
- One platoon of heavy weapons teams, counting at 10 per platoon. This includes the platoon command element and 8 crewmen. These platoons normally operate two heavy bolters, one missile launcher, and one mortar.
Drop Grenadier Companies
Three Drop Grenadier Companies, designed Alpha through Charlie, accounting for 486 of the regiments total number. There is one company assigned sequentially to each battalion. Each company includes:
- A company command element, including a company commander and company sergeant major.
- Four platoons of drop grenadiers, counting at 32 per platoon. This includes the platoon command element of a platoon commander, platoon sergeant, and 30 drop infantry. The soldiers within this are organised into three squads of ten, which include a squad commander and squad second-in-commander. Without operational requirements outstanding, two soldiers per squad will carry special weapons.
- One platoon of heavy weapons teams, counting at 10 per platoon. This includes the platoon command element and 8 crewmen. These platoons normally operate two heavy bolters, one missile launcher, and one mortar.
Drop Light Armour Squadron
Three Drop Light Armour Squadrons, designed Alpha through Charlie, accounting for 12 of the regiments total number. There is one squadron assigned sequentially to each battalion. Each crewman in the squadron crews a drop sentinel. Each squadron includes:
- A squadron command element, including a squadron commander and a squadron sergeant major.
- Three light armour platoons, counting at 4 per platoon. This includes a platoon commander, platoon sergeant, and 2 crewmen. One of these platoons is commanded by the squadron command element.
Drop Cavalry Squadron
Three Drop Cavalry Squadrons, designed Alpha through Charlie, accounting for 24 of the regiments total number. There is one squadron assigned sequentially to each battalion. The crewmen are organised in pairs, each pair crewing a Tauros or Tauros Venator. Each squadron includes:
- A squadron command element, including a squadron commander and a squadron sergeant major.
- Two cavalry platoons of Tauros light vehicles, counting at 8 per platoon. This includes a platoon commander, platoon sergeant, and 6 crewmen. The two commanders crew different vehicles and one of these platoons is commanded by the squadron command element.
- One cavalry platoon of Tauros Venators, set up identically to the above.
Colonel Domitilla Agrippa, Commanding Officer.
Major Nerva Severinus, Executive Officer.
Captain Tatiana Paula, Adjutant.
Captain Liviana Florianus, Operations Officer.
Captain Laurentinus Septima, Regimental Quartermaster.
Sergeant Major Lucretius Paulina, Regimental Sergeant Major.
Four Araheim Drop Grenadiers.
Two Araheim Drop Grenadier Medics.
Regimental advisers
Iulius Laurentinus, Astropath.
One naval officer for liaison with the navy and her aircraft assets, at the discretion of the local naval authority.
Inquisitorial attachment
One squad of Inquisitorial Stormtroopers (10), commanded by Sergeant Iunia Valerius.
Officio Prefectus attachment
8 commissars and 2 junior commissars.
Adeptus Mechanicus attachment
5 enginseers.
Per Battalion Headquarters
One Battalion Commander.
One Battalion Executive Officer.
One Operations Officer.
One Regimental Quartermaster.
One Regimental Sergeant Major.
Four Araheim Drop Grenadiers.
Two Araheim Drop Grenadier Medics.
Drop Infantry Companies
Nine drop infantry companies, designed Alpha through India, accounting for 1632 of the regiments total number. There are three companies assigned sequentially to each battalion, designed 71st Araheim Drop Forces Battalion through 73rd. Each company contains:
- A company command element, including a company commander (captain) and company sergeant major (gunnery sergeant).
- Four platoons of drop infantry, counting at 32 per platoon. This includes the platoon command element of a platoon commander (lieutenant), platoon sergeant (staff sergeant), and 30 drop infantry. The soldiers within this are organised into three squads of ten, which include a squad commander (sergeant) and squad second-in-commander (corporal). Without operational requirements outstanding, two soldiers per squad will carry special weapons.
- One platoon of heavy weapons teams, counting at 10 per platoon. This includes the platoon command element and 8 crewmen. These platoons normally operate two heavy bolters, one missile launcher, and one mortar.
Drop Grenadier Companies
Three Drop Grenadier Companies, designed Alpha through Charlie, accounting for 486 of the regiments total number. There is one company assigned sequentially to each battalion. Each company includes:
- A company command element, including a company commander and company sergeant major.
- Four platoons of drop grenadiers, counting at 32 per platoon. This includes the platoon command element of a platoon commander, platoon sergeant, and 30 drop infantry. The soldiers within this are organised into three squads of ten, which include a squad commander and squad second-in-commander. Without operational requirements outstanding, two soldiers per squad will carry special weapons.
- One platoon of heavy weapons teams, counting at 10 per platoon. This includes the platoon command element and 8 crewmen. These platoons normally operate two heavy bolters, one missile launcher, and one mortar.
Drop Light Armour Squadron
Three Drop Light Armour Squadrons, designed Alpha through Charlie, accounting for 12 of the regiments total number. There is one squadron assigned sequentially to each battalion. Each crewman in the squadron crews a drop sentinel. Each squadron includes:
- A squadron command element, including a squadron commander and a squadron sergeant major.
- Three light armour platoons, counting at 4 per platoon. This includes a platoon commander, platoon sergeant, and 2 crewmen. One of these platoons is commanded by the squadron command element.
Drop Cavalry Squadron
Three Drop Cavalry Squadrons, designed Alpha through Charlie, accounting for 24 of the regiments total number. There is one squadron assigned sequentially to each battalion. The crewmen are organised in pairs, each pair crewing a Tauros or Tauros Venator. Each squadron includes:
- A squadron command element, including a squadron commander and a squadron sergeant major.
- Two cavalry platoons of Tauros light vehicles, counting at 8 per platoon. This includes a platoon commander, platoon sergeant, and 6 crewmen. The two commanders crew different vehicles and one of these platoons is commanded by the squadron command element.
- One cavalry platoon of Tauros Venators, set up identically to the above.
a r m o u r y
PT-38 jump suit: 2885, at 1.3 units per man. This item is standard issue to all drop troopers. It is issued in administratum grey.
Webbing and pouches, Elysian 68 pattern: 2885, at 1.3 units per man. This item is standard issue to all drop troopers. It is issued in black.
Combat boots, Ieva pattern: 2885, at 1.3 units per man. This item is standard issue to all drop troopers. It is issued in black.
Jump gloves, Ieva pattern: 2885, at 1.3 units per man. This item is standard issue to all drop troopers. It is issued in black.
Synth-plast flak armour: 2885, at 1.3 units per man. This includes the cuirass, spaulders, elbow pads, and knee pads. This item is standard issue to all drop troopers. It is issued in thunderhawk blue. Regimental insignia is displayed on the chest, campaign insignia is displayed on the left knee, and company designation is displayed on the right spaulder. Rank indicators for non-commissioned officers and commissioned officers are also painted onto the back of the helmet. Veterans of 8 or more drops display a red stripe on their left spaulder.
Carapace armour: 632, at 3.5 men per unit. This includes the mentioned above plus complete arm and leg harness. This item is issued to grenadiers. It is issued in thunderhawk blue.
Type 5 pressure helmet: 2885, at 1.3 units per man. This item is standard issue to all drop troopers. It is issued in thunderhawk blue.
Atmospheric-rated respirator mask: 2885, at 1.3 units per man. This item is standard issue to all drop troopers. It is issued in thunderhawk blue.
Gravity chute: 2885, at 1.3 units per man. This item is standard issue to all drop troopers. It is issued in thunderhawk blue.
Lasgun, Accatran pattern mark IV: 2885, at 1.3 units per man. This item is standard issue to drop infantry. It is issued in the stock runefang steel.
Lasgun, Accatran pattern mark IVe: 375, at 5.9 men per unit. This item is the standard issue special weapon. It is issued in the stock runefang steel.
Laspistol, Accatran pattern mark II: 760, at 2.9 men per unit. This item is standard issue to sergeants and above, as well as special weapons operators and vehicle crew.
Meltagun, Accatran pattern: 125, at 17.8 men per unit. This item is may be issued to a special weapons operator with operational requirements outstanding.
Flamer, Accatran pattern mark Ic: 125, at 17.8 men per unit. This item is may be issued to a special weapons operator with operational requirements outstanding.
Shotgun, Accatran pattern model 34: 125, at 17.8 men per unit. This item is may be issued to a special weapons operator with operational requirements outstanding.
Grenade launcher, Voss pattern: 125, at 17.8 men per unit. This item is may be issued to a special weapons operator with operational requirements outstanding.
Missle launcher, Accatran pattern: 30, at 73.9 men per unit. This item is standard issue to heavy weapons platoons in the place of a lascannon, as to allow it to be air mobile.
Hellgun, Ieva pattern: 631, at 3.5 men per unit. This item is standard issue to grenadiers.
Hellpistol, Ieva pattern: 99, at 22.4 men per unit. This item is standard issue to grenadier sergeants and above.
Heavy bolter, Accatran pattern: 60, at 36.9 men per unit. This item is standard issue to heavy weapons platoons.
Mortar, Ieva pattern: 30, at 73.9 men per unit. This item is standard issue to heavy weapons platoons in the place of a lascannon, as to allow it to be air mobile.
Long-las, Ieva pattern: 170, at 13 men per unit. This item may be issued to a special weapons operator or to a grenadier with operational requirements outstanding.
Lasgun power pack: 14423, at 6.5 units per man. Five of these are issued to every man with a laser weapon.
Hellgun power backpack: 631, at 3.5 units per man. One of these is issued to every man with a hellgun weapon.
Missile, shoulder operated: 390, at 5.6 men per unit. Ten of these are issued to each heavy weapons platoon.
Promethium canister: 2993, at 1.3 units per man. Five of these are issued to each man with a flamer and three to each man with a chainsword. Ten are issued to each Tauros vehicle armed with a heavy flamer.
Meltagun canisters: 2184, at 1.01 men per unit. Five of these are issued to each man with a meltagun. Drop sentinels armed with meltaguns carry ten.
Laser packs: 192, at 11.5 men per unit. Ten of these are carried by Tauros Venators.
Shotgun ammunition, shell: 3250, at 1.7 units per man. Twenty of these are issued to each man with a shotgun.
Shotgun ammunition, slug: 3250, at 1.7 units per man. Twenty of these are issued to each man with a shotgun.
Shotgun ammunition, stun: 1500, at 1.5 men per unit. These may be issued to men with shotguns with operational requirements outstanding.
.75 caliber bolt magazines: 338, at 6.6 men per unit. While bolt pistols are not issued by the regiment, some attaches and officers within acquire one through their own means. Their ammunition is supplied by the regiment.
.998 caliber bolt boxes: 483, at 4.6 men per unit. Ten of these are issued to each heavy weapons platoon. Six are issued to each drop sentinel armed with a heavy bolter.
Mortar shells: 780, at 2.8 men per unit. Fifty of these are issued to each heavy weapons platoon.
Fragmentation grenades, handheld: 5769, at 2.6 units per man. Two of these are standard issue to all drop troopers.
Fragmentation grenades, ballistic: 2750, at 1.2 men per unit. Eighteen are issued to special weapon operators with a Voss pattern grenade launcher. Twenty-four are issued to venator crews with a Voss pattern grenade launcher.
Krak grenades, handheld: 2885, at 1.3 units per man. One of these is standard issue to all drop troopers.
Krak grenades, ballistic: 4000, at 1.8 men per unit. Six of these are standard issue to special weapon operators with the Accatran pattern mark IVe lasgun. Six are issued to special weapon operators with a Voss pattern grenade launcher. Twenty-four are issued to venator crews with a Voss pattern grenade launcher.
Melta bombs: 748, at 2.9 men per unit. Two of these may be issued to special weapon operators or grenadiers in place of the standard grenade issue with operational requirements outstanding.
Snare mines: 748, at 2.9 men per unit. Two of these may be issued to special weapon operators or grenadiers in place of the standard grenade issue with operational requirements outstanding.
Demolition charges: 748, at 2.9 men per unit. Two of these may be issued to special weapon operators or grenadiers in place of the standard grenade issue with operational requirements outstanding.
Combat knife, Ieva pattern: 2885, at 1.3 units per man. This item is standard issue to all drop troopers.
Chainsword, Ieva pattern: 425, at 5.2 men per unit. This item is standard issue to sergeants and above.
Vox-caster: 83, at 26.7 men per unit. This item is issued to command elements from platoon level to regimental level.
Camouflage cloaks: 170, at 13 men per unit. This item may be issued in tandem with the long-las.
9-70 entrenching tool: 2885, at 1.3 units per man. This item is standard issue to all drop troopers.
Long range ground scanner: 425, at 5.2 men per unit. This item is standard issue to sergeants and above.
Lascutter: 374, at 5.9 men per unit. This item is standard issue to special weapon operators.
Drop sentinels: 54, at 41 men per unit. These vehicles are crewed by the drop light armor squadrons. They are armed with either heavy bolters or melta guns, depending on operational requirements.
Tauros light vehicles: 36, at 61.6 men per unit. These vehicles are crewed by the drop cavalry squadrons. They are armed with either a heavy flamer or a grenade launcher, depending on operational requirements.
Tauros venators: 18, 123.3 men per unit. These vehicles are crewed by the drop cavalry squadrons. They are armed with either a lascannon or a multilaser, depending on operational requirements.
Webbing and pouches, Elysian 68 pattern: 2885, at 1.3 units per man. This item is standard issue to all drop troopers. It is issued in black.
Combat boots, Ieva pattern: 2885, at 1.3 units per man. This item is standard issue to all drop troopers. It is issued in black.
Jump gloves, Ieva pattern: 2885, at 1.3 units per man. This item is standard issue to all drop troopers. It is issued in black.
Synth-plast flak armour: 2885, at 1.3 units per man. This includes the cuirass, spaulders, elbow pads, and knee pads. This item is standard issue to all drop troopers. It is issued in thunderhawk blue. Regimental insignia is displayed on the chest, campaign insignia is displayed on the left knee, and company designation is displayed on the right spaulder. Rank indicators for non-commissioned officers and commissioned officers are also painted onto the back of the helmet. Veterans of 8 or more drops display a red stripe on their left spaulder.
Carapace armour: 632, at 3.5 men per unit. This includes the mentioned above plus complete arm and leg harness. This item is issued to grenadiers. It is issued in thunderhawk blue.
Type 5 pressure helmet: 2885, at 1.3 units per man. This item is standard issue to all drop troopers. It is issued in thunderhawk blue.
Atmospheric-rated respirator mask: 2885, at 1.3 units per man. This item is standard issue to all drop troopers. It is issued in thunderhawk blue.
Gravity chute: 2885, at 1.3 units per man. This item is standard issue to all drop troopers. It is issued in thunderhawk blue.
Lasgun, Accatran pattern mark IV: 2885, at 1.3 units per man. This item is standard issue to drop infantry. It is issued in the stock runefang steel.
Lasgun, Accatran pattern mark IVe: 375, at 5.9 men per unit. This item is the standard issue special weapon. It is issued in the stock runefang steel.
Laspistol, Accatran pattern mark II: 760, at 2.9 men per unit. This item is standard issue to sergeants and above, as well as special weapons operators and vehicle crew.
Meltagun, Accatran pattern: 125, at 17.8 men per unit. This item is may be issued to a special weapons operator with operational requirements outstanding.
Flamer, Accatran pattern mark Ic: 125, at 17.8 men per unit. This item is may be issued to a special weapons operator with operational requirements outstanding.
Shotgun, Accatran pattern model 34: 125, at 17.8 men per unit. This item is may be issued to a special weapons operator with operational requirements outstanding.
Grenade launcher, Voss pattern: 125, at 17.8 men per unit. This item is may be issued to a special weapons operator with operational requirements outstanding.
Missle launcher, Accatran pattern: 30, at 73.9 men per unit. This item is standard issue to heavy weapons platoons in the place of a lascannon, as to allow it to be air mobile.
Hellgun, Ieva pattern: 631, at 3.5 men per unit. This item is standard issue to grenadiers.
Hellpistol, Ieva pattern: 99, at 22.4 men per unit. This item is standard issue to grenadier sergeants and above.
Heavy bolter, Accatran pattern: 60, at 36.9 men per unit. This item is standard issue to heavy weapons platoons.
Mortar, Ieva pattern: 30, at 73.9 men per unit. This item is standard issue to heavy weapons platoons in the place of a lascannon, as to allow it to be air mobile.
Long-las, Ieva pattern: 170, at 13 men per unit. This item may be issued to a special weapons operator or to a grenadier with operational requirements outstanding.
Lasgun power pack: 14423, at 6.5 units per man. Five of these are issued to every man with a laser weapon.
Hellgun power backpack: 631, at 3.5 units per man. One of these is issued to every man with a hellgun weapon.
Missile, shoulder operated: 390, at 5.6 men per unit. Ten of these are issued to each heavy weapons platoon.
Promethium canister: 2993, at 1.3 units per man. Five of these are issued to each man with a flamer and three to each man with a chainsword. Ten are issued to each Tauros vehicle armed with a heavy flamer.
Meltagun canisters: 2184, at 1.01 men per unit. Five of these are issued to each man with a meltagun. Drop sentinels armed with meltaguns carry ten.
Laser packs: 192, at 11.5 men per unit. Ten of these are carried by Tauros Venators.
Shotgun ammunition, shell: 3250, at 1.7 units per man. Twenty of these are issued to each man with a shotgun.
Shotgun ammunition, slug: 3250, at 1.7 units per man. Twenty of these are issued to each man with a shotgun.
Shotgun ammunition, stun: 1500, at 1.5 men per unit. These may be issued to men with shotguns with operational requirements outstanding.
.75 caliber bolt magazines: 338, at 6.6 men per unit. While bolt pistols are not issued by the regiment, some attaches and officers within acquire one through their own means. Their ammunition is supplied by the regiment.
.998 caliber bolt boxes: 483, at 4.6 men per unit. Ten of these are issued to each heavy weapons platoon. Six are issued to each drop sentinel armed with a heavy bolter.
Mortar shells: 780, at 2.8 men per unit. Fifty of these are issued to each heavy weapons platoon.
Fragmentation grenades, handheld: 5769, at 2.6 units per man. Two of these are standard issue to all drop troopers.
Fragmentation grenades, ballistic: 2750, at 1.2 men per unit. Eighteen are issued to special weapon operators with a Voss pattern grenade launcher. Twenty-four are issued to venator crews with a Voss pattern grenade launcher.
Krak grenades, handheld: 2885, at 1.3 units per man. One of these is standard issue to all drop troopers.
Krak grenades, ballistic: 4000, at 1.8 men per unit. Six of these are standard issue to special weapon operators with the Accatran pattern mark IVe lasgun. Six are issued to special weapon operators with a Voss pattern grenade launcher. Twenty-four are issued to venator crews with a Voss pattern grenade launcher.
Melta bombs: 748, at 2.9 men per unit. Two of these may be issued to special weapon operators or grenadiers in place of the standard grenade issue with operational requirements outstanding.
Snare mines: 748, at 2.9 men per unit. Two of these may be issued to special weapon operators or grenadiers in place of the standard grenade issue with operational requirements outstanding.
Demolition charges: 748, at 2.9 men per unit. Two of these may be issued to special weapon operators or grenadiers in place of the standard grenade issue with operational requirements outstanding.
Combat knife, Ieva pattern: 2885, at 1.3 units per man. This item is standard issue to all drop troopers.
Chainsword, Ieva pattern: 425, at 5.2 men per unit. This item is standard issue to sergeants and above.
Vox-caster: 83, at 26.7 men per unit. This item is issued to command elements from platoon level to regimental level.
Camouflage cloaks: 170, at 13 men per unit. This item may be issued in tandem with the long-las.
9-70 entrenching tool: 2885, at 1.3 units per man. This item is standard issue to all drop troopers.
Long range ground scanner: 425, at 5.2 men per unit. This item is standard issue to sergeants and above.
Lascutter: 374, at 5.9 men per unit. This item is standard issue to special weapon operators.
Drop sentinels: 54, at 41 men per unit. These vehicles are crewed by the drop light armor squadrons. They are armed with either heavy bolters or melta guns, depending on operational requirements.
Tauros light vehicles: 36, at 61.6 men per unit. These vehicles are crewed by the drop cavalry squadrons. They are armed with either a heavy flamer or a grenade launcher, depending on operational requirements.
Tauros venators: 18, 123.3 men per unit. These vehicles are crewed by the drop cavalry squadrons. They are armed with either a lascannon or a multilaser, depending on operational requirements.
c o m m a n d e r
Name: Colonel Domitilla Agrippa.
Age: 41.
Gender: Male.
Physical Description: Domitilla is a sturdy man with a dark and sparsely scarred complexion, adorned with salt-and-pepper cropped hair and faded brown eyes. His hairline is starting to recede, which he often conceals with a helmet or field cap. The entirety of his left arm and his left leg below the knee are placed with bionic alternatives. A lho-stick is often found hanging out of his mouth.
Equipment: While the kit that Domitilla carries varies depending on the situation, he is seldom found without at least a laspistol at his hip and the common lho-stick assortment in his coat. In the field he wears the standard carapace and carries an accatarn IVe lasgun, although how much use it sees is debatable. Within his personal assortments away from the field, he is fond of his cogitator, which he uses to stay in touch with his family back home.
Personality: Domitilla is a weary man with a quiet and perceptive demeanor in his day-to-day routine. It's not that his sparsity of voice should be mistaken for a lack of presence: some comical exaggerations detail how he could stare a hole through a sheet of metal if he thought the enemy could be hiding on the other side; it's much more saving his voice for when it is needed as an old injury makes his voice coarse and painful to use. He has a tick where he runs his knuckles over the tip of his nose when he's irritated and is distrustful of most authority figures, as is trademark of the "Bastard Seventh".
Capabilities: On top of the standard skills of a veteran drop trooper, Domitilla has a mind capable of running at a million miles per hour, able to comfortably process several sources of stressful information and make something from it in a fraction of the time of his peers. Combined with his thorough understanding of unconventional warfare and his own regiment, he's capable of running an elusive, almost spectral force should he successfully get into the head of the enemy commander, which is definitely not unheard of.
Failings: In addition to his mortal shortcomings, such as his bionic replacements and failing voice, he is a man of ill renown among his peers. He stood among the command staff responsible for the purges and the retreat at Arcen-III, and some would even suggest that the handover to command to him wasn't entirely over the table. Much more quietly, few may even question his own mental state - or rather, the purity of his mental state.
Age: 41.
Gender: Male.
Physical Description: Domitilla is a sturdy man with a dark and sparsely scarred complexion, adorned with salt-and-pepper cropped hair and faded brown eyes. His hairline is starting to recede, which he often conceals with a helmet or field cap. The entirety of his left arm and his left leg below the knee are placed with bionic alternatives. A lho-stick is often found hanging out of his mouth.
Equipment: While the kit that Domitilla carries varies depending on the situation, he is seldom found without at least a laspistol at his hip and the common lho-stick assortment in his coat. In the field he wears the standard carapace and carries an accatarn IVe lasgun, although how much use it sees is debatable. Within his personal assortments away from the field, he is fond of his cogitator, which he uses to stay in touch with his family back home.
Personality: Domitilla is a weary man with a quiet and perceptive demeanor in his day-to-day routine. It's not that his sparsity of voice should be mistaken for a lack of presence: some comical exaggerations detail how he could stare a hole through a sheet of metal if he thought the enemy could be hiding on the other side; it's much more saving his voice for when it is needed as an old injury makes his voice coarse and painful to use. He has a tick where he runs his knuckles over the tip of his nose when he's irritated and is distrustful of most authority figures, as is trademark of the "Bastard Seventh".
Capabilities: On top of the standard skills of a veteran drop trooper, Domitilla has a mind capable of running at a million miles per hour, able to comfortably process several sources of stressful information and make something from it in a fraction of the time of his peers. Combined with his thorough understanding of unconventional warfare and his own regiment, he's capable of running an elusive, almost spectral force should he successfully get into the head of the enemy commander, which is definitely not unheard of.
Failings: In addition to his mortal shortcomings, such as his bionic replacements and failing voice, he is a man of ill renown among his peers. He stood among the command staff responsible for the purges and the retreat at Arcen-III, and some would even suggest that the handover to command to him wasn't entirely over the table. Much more quietly, few may even question his own mental state - or rather, the purity of his mental state.
h i s t o r y
The Seventh Araheim Drop Troops Regiment was raised with the blessing of the planetary governor of the time in 433.M40, shortly after Krieg declared their independence. Retired officers from drop troop regiments both local and slightly more afar were commissioned to establish and executive the training regimen while veterans from other regiments were drafted to fill the command structure. It took approximately of 2 years and 1 month in local time to completely train and outfit the regiment to the high standard that drop troops are held to, where the regiment was then provided to the Imperial Guard as a part of Araheim's tithe to the Imperium.
The Seventh went on to find relative success in the efforts to come. Battles were far between in the relatively peaceful sect of Imperial space but were dense where they were found. Supporting local Adeptus Arbites elements with insurrections and raids came to become their bread and butter, where the regiments mobility and shock-and-awe capabilities made a reliable hammer to beat against the arbitrators' anvil. This grew to the point that local planetary governors and marshalls made a note of requesting any drop troop regiments if any were in the area on the off chance they were able to assist, to the chagrin of local PDF forces who typically lacked such elite forces.
The Seventh came to fame in mid-601.M40, where they were hastily recalled home by an Ordo Hereticus contingent, alongside the rest of their battle group. A prominent chaos cult swelled and boiled over into open rebellion which chained into several others on the planet joining on the spontaneity. Convenient timing played a part in the inflation of their image: while the PDF and arbitrators continued to struggle to contain violence in the streets of the hive world after months of fighting, a small armada ripped its way into atmosphere from the warp and loomed over the insurrectionists. The Seventh were naturally the first on the ground, reinforcing collapsing sectors and containing sects of the insurrection with risky orbital deep strikes. While the brunt of the work came later with the imperial reinforcements that landed with the beachheads, the Hereticus contingent made a show of the Seventh to humiliate the insurrectionists, being killed by their own people. This reputable image combined with high praise from the forces on the ground formed a proud reputation for the Seventh, as well as some degree of fear from their talent at arms with their fellow man. They grew in favor by the Ordo Hereticus which often had a line of work ready for them.
The Seventh's newfound reputation flickered and jumped through the centuries until very recently, at the Schism of Arcen-III in 996.M41. An Ordo Hereticus investigation at the request of the local Adeptus Arbite precinct forced a deep-rooted genestealer cult to show its hand a few months before the arrival of the hive fleet. The Seventh, which happened to be patrolling through the area, moved to assist with their battle group, expecting a short battle in their confidence before drawing a line in the sand to meet the hive fleet with; tragically, it was nothing but. What followed was a messy, complicated, and under-resourced operation where the Inquisition contingent, which had since been joined by the Ordo Xenos, used the Seventh to conduct raids and purges on several groups of "suspected cultists" - very few of which were.
After months of failing purges, the Seventh joined the battle against the hive fleet once it arrived, where they found the swarm had little in the way of supply lines and much to fill the gaps with. At the height of the battle, where regiments of guardsmen fought and died attempting to reclaim the planet, the commander of the Seventh ordered a general retreat and abandoned their positions behind the lines and reinforcing positions. Records detail the commander of the time citing that "the swarm will end the Imperium, but it will not end us, not after all we've given for this fucked planet." Naturally, the Officio Prefectus moved to execute the commanders and seize command, but Inquisitor Cole of the Ordo Hereticus forbade it; the Inquisition was nearly done signing the five rites of Exterminatus and an atmospheric incinerator torpedo had already been prepared. Not all of the imperial forces on the planet were able to evacuate, but allowing an elite regiment to begin evacuating a little earlier was a small cost for being able to put them into your back pocket. So the disgraced "Bastard Seventh" abandoned their fellow man to the swarm, where many of them remained after the planet was turned to glass. A small cost to deny such vast resource to the hive fleet, one that allowed the Imperium to even push them back, but a cost that left the Seventh now infamous.
Now, eager to move past their now polar repute, the "Lapdog Seventh" continues on in their reluctant and even unwilling service to the Imperium.
The Seventh went on to find relative success in the efforts to come. Battles were far between in the relatively peaceful sect of Imperial space but were dense where they were found. Supporting local Adeptus Arbites elements with insurrections and raids came to become their bread and butter, where the regiments mobility and shock-and-awe capabilities made a reliable hammer to beat against the arbitrators' anvil. This grew to the point that local planetary governors and marshalls made a note of requesting any drop troop regiments if any were in the area on the off chance they were able to assist, to the chagrin of local PDF forces who typically lacked such elite forces.
The Seventh came to fame in mid-601.M40, where they were hastily recalled home by an Ordo Hereticus contingent, alongside the rest of their battle group. A prominent chaos cult swelled and boiled over into open rebellion which chained into several others on the planet joining on the spontaneity. Convenient timing played a part in the inflation of their image: while the PDF and arbitrators continued to struggle to contain violence in the streets of the hive world after months of fighting, a small armada ripped its way into atmosphere from the warp and loomed over the insurrectionists. The Seventh were naturally the first on the ground, reinforcing collapsing sectors and containing sects of the insurrection with risky orbital deep strikes. While the brunt of the work came later with the imperial reinforcements that landed with the beachheads, the Hereticus contingent made a show of the Seventh to humiliate the insurrectionists, being killed by their own people. This reputable image combined with high praise from the forces on the ground formed a proud reputation for the Seventh, as well as some degree of fear from their talent at arms with their fellow man. They grew in favor by the Ordo Hereticus which often had a line of work ready for them.
The Seventh's newfound reputation flickered and jumped through the centuries until very recently, at the Schism of Arcen-III in 996.M41. An Ordo Hereticus investigation at the request of the local Adeptus Arbite precinct forced a deep-rooted genestealer cult to show its hand a few months before the arrival of the hive fleet. The Seventh, which happened to be patrolling through the area, moved to assist with their battle group, expecting a short battle in their confidence before drawing a line in the sand to meet the hive fleet with; tragically, it was nothing but. What followed was a messy, complicated, and under-resourced operation where the Inquisition contingent, which had since been joined by the Ordo Xenos, used the Seventh to conduct raids and purges on several groups of "suspected cultists" - very few of which were.
After months of failing purges, the Seventh joined the battle against the hive fleet once it arrived, where they found the swarm had little in the way of supply lines and much to fill the gaps with. At the height of the battle, where regiments of guardsmen fought and died attempting to reclaim the planet, the commander of the Seventh ordered a general retreat and abandoned their positions behind the lines and reinforcing positions. Records detail the commander of the time citing that "the swarm will end the Imperium, but it will not end us, not after all we've given for this fucked planet." Naturally, the Officio Prefectus moved to execute the commanders and seize command, but Inquisitor Cole of the Ordo Hereticus forbade it; the Inquisition was nearly done signing the five rites of Exterminatus and an atmospheric incinerator torpedo had already been prepared. Not all of the imperial forces on the planet were able to evacuate, but allowing an elite regiment to begin evacuating a little earlier was a small cost for being able to put them into your back pocket. So the disgraced "Bastard Seventh" abandoned their fellow man to the swarm, where many of them remained after the planet was turned to glass. A small cost to deny such vast resource to the hive fleet, one that allowed the Imperium to even push them back, but a cost that left the Seventh now infamous.
Now, eager to move past their now polar repute, the "Lapdog Seventh" continues on in their reluctant and even unwilling service to the Imperium.
"Boss was real scared, he was. He said that other gangs were being whacked off every day by these army boys sent to fight some aliens that are coming. He said that these army boys'll come out of nowhere n' shoot at anything. He said the aliens were never coming, that it was just some big excuse to shoot up the undercity... We just found him dead in his room. He was so scared that he shot himself. The rest of us are getting off-world; aliens or not, this place is fucked, it is."
— A recording found on the corpse of an undercity gangster who attempted to breach the quarantine zone at the Schsim of Arcen-III.
c u l t u r e
Araheim is a dense, smog-covered hive world that acts as the de facto capital of its sector of the same name. The labyrinthine floors of industry and ports make the planet a popular spot for travelling traders and imperial retinues travelling through mid-Segmentum Pacificus and often tempt local off-worlders to immigrate for a "new life of opportunity", as hilarious as that might sound. This has created a hotpot of several ethnic groups and cultures, which is reflected in the rank-and-file of the Araheim Seventh.
Most of the regiment speaks low gothic, but other local languages from the sector and even high gothic can sometimes be found among the ranks. Individual interpretations of the imperial cult are varied and diverse, but there are certainly more loosely practicing soldiers than there is fanatics.
r e c r u i t m e n t
The Araheim Seventh is an all-volunteer unit with soldiers sourced from other Araheim tithe regiments as well as the Araheim Planetary Defense Force.
In order to qualify for drop force candidacy, a soldier must have completed their basic training as well as their initial employment training for their profession within the Imperial Guard or PDF. At this stage, any Araheim soldier can apply to undertake Drop Forces Candidate Selection, which is managed by Araheim Drop Forces Command and typically run either per locale at select venues or delegated to other formations for more far-flung regiments. Candidate selection involves physical evaluation, psychological evaluation, and soldiering skills evaluation across a three day exercise.
Those who pass candidate selection are invited to undertake drop forces initial employment training at Fort Arcen. The task-intensive course runs for 6 standard months and covers everything from non-linear gravity chute operations and void combat to unconventional warfare and operational spin control. The pass rate of the course is approximately 63.5 percent. Those who pass are entitled to wear the Araheim drop forces "wings", join the pool of candidates organised in order of course results for drop forces replenishment and are returned to their home units. When a drop regiment requests replenishment, the requested number is drawn from the pool of candidates from the top of the list down and are reassigned to the drop regiment in question. Occasionally, where replenishment requests are outstanding, successful candidates are sent directly to the regiment from Fort Arcen.