Everyone wants that strength bonus.
These don't include the ones in Hammer of the Emperor.
Armoured Regiment
Alongside the serried ranks of infantry and the humble lasgun,
little is as emblematic of the wars of the Imperial Guard as the
armoured might of its tanks. Rugged, resilient, and capable of
unleashing staggering amounts of firepower, there is little that can
stand before the fury of companies of Leman Russ battle tanks,
let alone the terrible and wondrous power of the Baneblade. The
crews of these mighty behemoths are justifiably proud of their
status, and the accomplishments of their steel charges.
Cost: 4 points
Characteristics: –3 Weapon Skill, +3 Intelligence
Starting Skills: Operate (Surface)
Starting Talents: Technical Knock
Standard Kit: One Leman Russ battle tank (or variant, at
GM’s discretion) per Squad, and one anointed maintenance
toolkit per Player Character.
Reconnaissance Regiment
A key part of any war effort, reconnaissance units allow
an army to scout out enemy movements and positions, and
their keen senses and training allow them to swiftly ambush
enemy patrols attempting to do the same. Due to their role,
reconnaissance units invariably operate far ahead of army
commanders, requiring considerable autonomy and personal
initiative, traits that often breed a strong sense of daring and
recklessness. For all their typical ill-discipline, reconnaissance
units are invaluable assets to any army commander.
Cost: 3 points
Characteristics: +3 Perception, –3 Willpower
Starting Skills: Awareness
Starting Talents: Combat Sense
Standard Kit: One Sentinel Scout Walker or one Chimera
Armoured Transport per Squad, and one set of magnoculars
per Player Character.
Line Infantry
The backbone of the Imperial Guard, line infantry form the bulk
of every battle line, the core of every assault, and the heart of
every defence. The humble, doughty, and loyal infantryman is
the subject of countless propaganda picts and inspirational murals
across the Imperium. They form the iconic image of the Imperial
Guard for most Imperial citizens, and for good reason. It is a rare
battlefield that is not graced by the presence of line infantry.
Cost: 2 point
Characteristics: +3 Strength, –3 Intelligence
Starting Skills: Athletics
Starting Talents: Rapid Reload
Standard Kit: One M36 lasgun and four charge packs per
Player Character (Main Weapon), one suit of Imperial Guard
flak armour per Player Character, two frag grenades and two
krak grenades per Player Character.
Mechanised Infantry
Less common than line infantry, mechanised infantry serve as
a fast-moving, hard-hitting force, pairing the utility of infantry
with the speed and firepower of armoured vehicles. The
availability of Chimera transports is the main limiting factor to
the number of mechanised infantry units in any given warzone,
and this rarity means that many mechanised infantry regiments
are divided into a number of smaller Armoured Fist groups—
single squads or platoons—attached to armoured regiments
(to provide infantry support) and line infantry regiments (to
provide a fast reserve or armoured vanguard).
Cost: 3 points
Characteristics: +3 Agility, –3 Perception
Starting Skills: Operate (Surface)
Starting Talents: Rapid Reload
Standard Kit: One M36 lasgun and four charge packs per
Player Character (Main Weapon), one suit of Imperial Guard
flak armour per Player Character, two frag grenades and two
krak grenades per Player Character, one Chimera Armoured
Transport per Squad.
Siege Infantry
Similar to line infantry, siege infantry form a solid mass of troops,
specifically trained to serve in protracted sieges. A siege regiment
may be deployed in a single location for years at a time, moving
only infrequently to a new front line, often only a few hundred
metres from the last one. Each line usually consists of newlydug
trenches and earthworks, swiftly and precisely excavated by
thousands of troopers. It is said that the finest siege regiments can
establish a solid defence line with nothing but shovels, flakboard,
and sandbags, within half an hour of deployment.
Cost: 2 points
Characteristics: +3 Toughness, –3 Intelligence
Starting Skills: Tech-Use
Starting Talents: Nerves of Steel
Standard Kit: One M36 lasgun and six charge packs per
Player Character (Main Weapon), one suit of Imperial Guard
flak armour per Player Character, one respirator per Player
Character, four empty sandbags and one entrenching
tool per Player Character, two frag grenades and two
photon flash grenades per Player Character.
Drop Troops
A rare type of regiment, drop troops are extremely specialised
infantry, trained for rapid strikes from airborne transports.
Employing grav-chutes and attached Imperial Navy Valkyrie
assault carriers to perform raids deep behind enemy lines,
drop troops provide an uncommon, but potent resource to
generals. Largely regarded by other Imperial Guardsmen as
insane for choosing to leap out of a perfectly good aircraft
in mid-flight, they are nonetheless required to be daring and
courageous to dive into enemy territory, and away from the
comfort of supply lines and heavy support. However, their
habit of operating alone without support tends to make them
somewhat distant and cold to those outside their ranks.
Cost: 3 points
Characteristics: +3 Agility, –3 Fellowship
Starting Skills: Operate (Aeronautica)
Starting Talents: Catfall
Standard Kit: One lascarbine and four charge packs per
Player Character (Main Weapon), one suit of Imperial Guard
flak armour per Player Character, one respirator per Player
Character, one grav-chute per Player Character, two frag
grenades and two smoke grenades per Player Character.
Hunter-Killer
Being used as the linchpin units in many grand strategies,
hunter-killer units use light vehicles with deceptively heavy
firepower to linger behind the front lines until called upon,
then pushing forward quickly to strike down priority targets
in support of the rank-and-file. Many hunter-killer units
develop a hero mentality from their exploits, dealing the
killing blow to enemy after enemy, and so outsiders tend to
regard them as glory-seeking mavericks.
Cost: 3 points
Characteristics: +3 Ballistic Skill, –3 Strength
Starting Skills: Operate (Surface)
Starting Talents: Resistance (Fear)
Standard Kit: One Sentinel Scout Walker or one Hellhound
Support Tank (or variant) per Squad.
Light Infantry
Lightly-equipped infantry units are key to the complex
tactical manoeuvres required on the battlefields of the 41st
Millennium. Lacking the firepower to effectively fight on
the front lines, their talents are better employed in dense
terrain, where they can lay ambushes and engage in shortlived
skirmishes.
Cost: 2 points
Characteristics: +3 Agility, –3 Toughness
Starting Skills: Navigate (Surface)
Starting Talents: Sprint
Standard Kit: One lascarbine and four charge packs per
Player Character (Main Weapon), one flak vest and flak
helmet per Player Character, two frag grenades and two
smoke grenades per Player Character.