I guess Maximum Spin gets to be the tiebreaker. Neither Regiment choice has much to work on so I guess I'll put votebox choices for the rest of the Regiment stuff. If people insist I can just fill all the boxes with whatever, but I think players like to control this sort of thing.
First is Homeworlds. Homeworlds, in addition to flavor, give a small ability bonus, a set of skills, a benefit, and a flaw. Most are small and won't effect the game much. The most "generic" is Imperial world, which I would pick if you want incredibly generic guardsmen. Being a group of knights or cavemen is also an option.
Imperial:
Penal Colony:
Agri:
Death:
Feudal:
Fortress:
Highborn (Nobles):
Hive:
Mining Colony:
Penitent:
Post-cataclysmic:
Ratling:
Schola Progenium:
Shrine:
Void-born:
Feral:
Forge:
Frontier:
Lathe:
Ogryn:
Commanding Officer is your boss. Each choice gives you a starting Talent or two starting skills. Otherwise it determines how your NPC leader back at camp behaves. I don't know why they brought out a thesaurus for all of them.
Bilious (Paranoid):
Circumspect (Cautious):
Choleric(Bold):
Fixed(Stubborn):
Maverick:
Melancholic(Overly Cautious):
Phlegmatic(Contemplative):
Sanguine(Optimistic):
Supine(Devout):
After that is Training Doctrine. The benefits are all over the place, but there is no drawback to any minus point cost. Most generic would be Close Order Drill, probably.
Close Order Drill:
Hardened Fighters:
Snipers:
Defenders of the Faith:
Die Hard:
Iron Discipline:
Favored Foe:
Sappers:
Crusaders:
Defenders of the Omnisaiah:
Anti-Aircraft:
Anti-Armor:
Demolitions:
Infiltrators:
Sharpshooters:
Skirmishers:
Survivalists:
Close Quarter Battle:
Heavy Lancers:
Next is Special Equipment. Each choice either gives you a bonus to requisitioning related equipment or adds said equipment to your standard kit.
Ogryn Weapons:
Reliquary:
Automated Artillery:
Augmatics:
Breachers:
Combat Drugs:
Servitor Accompaniment:
Bonded to the Machine Cult:
Chameleonine:
Cyber-enhanced:
Demolitions:
Sabre Batteries:
Scavengers:
Warrior Weapons:
Well Provisioned:
Electro-Vox Warfare:
Forward Observation:
Cavalry Mounts:
Covert Strike:
Vanguard:
Optional, there are Drawbacks to give you extra points. Extra points can go into your Universal Kit if you didn't spend them all. Drawbacks tend to be both flavored and mechanical.
None:
Regimental Rivalry:
Cloud of Suspicion:
Cult of Chivalry:
Dishonored:
Mistrusted:
Conscripts:
Iconoclasts:
Tainted:
Honor Bound:
Scarred By Loss:
Poorly Provisioned:
Warp-Delayed:
The Few:
Incompetent Leadership:
Lost Homeworld:
Primitive:
Traitors*:
Condemned:
Doomed:
*Traitors makes you anti-Imperial. It is what I would have given you if you chose to be the anti-imperial Ork squad.
Finally there is Universal Kit. Basically just post what gun or other equipment you want, and if it can fit in the Universal Equipment we'll fit it in.