Warhammer 40k guardsman

Warhammer 40k guardsman DEFAULT
Featured

Is Your Bunkmate an Ork Kommando?

Learn the trick to identifying any Ork Kommandos that may be seeking to infiltrate your unit.

By The Warhammer Community TeamPosted on

Featured

Your Latest Guardsman of the Week

Celebrate the incredible heroism on display in this edition of Guardsman of the Week.

By The Warhammer Community TeamPosted on

Featured

5 Reasons Why a Sentinel is the Only Warsuit You Really Need

There is no reason to envy the Paragon Warsuit, Guardsmen. Your own vehicles are perfectly suitable for you.

By The Warhammer Community TeamPosted on

Featured

5 Appropriate Punishments for Your Infantrymen

Editor’s note: I’m not sure we should be publishing this one, but the instructions were clear.

By The Warhammer Community TeamPosted on

Featured

Know Your Shadows, It Could Save Your Life

Don’t go shooting the Tanith, Guardsman. They’re a lot rarer than you are.

By The Warhammer Community TeamPosted on

Featured

Introducing the Guardsman-to-Skitarius Phrasebook

Have you ever tried to speak to the Skitarii? Avoid confusion with our handy conversion guide.

By The Warhammer Community TeamPosted on

Featured

Failure, the Adeptus Mechanicus, and You

Failure will not be tolerated, Guardsmen, but it can be corrected.

By The Warhammer Community TeamPosted on

Featured

5 Reasons the Drukhari Should Fear YOU!

Despite their delusions to the contrary, the Drukhari are no match for the Imperial Guard.

By The Warhammer Community TeamPosted on

Featured

Flawless Crisis Instructions for Humans

Following these perfectly written guidelines will ensure full compliance with archival procedures. For the Emperor.

By The Warhammer Community TeamPosted on

Featured

Five years of glorious service

We’ve gathered a few cards from across the branches of the Imperial military to celebrate five Terran years of the Regimental Standard.

By The Warhammer Community TeamPosted on

Featured

Apply today for a once-in-a-lifetime opportunity

Forge your place in your regiment’s history as the bearer of a sacred artefact. Find out how!

By The Warhammer Community TeamPosted on

Featured

Fighting Alongside the Dark Angels

Keep these handy tips in mind when sharing a war zone with the glorious First Legion.

By The Warhammer Community TeamPosted on

Featured

Happy Sanguinala

Greetings, Guardsman!  It’s that time of the year once again – the celebration of Sanguinala.* To help, we’re providing you with your own Great Angel to cut out and display […]

By The Warhammer Community TeamPosted on

Featured

Know Your Crimson Killers

Greetings, Guardsman! The sector that you’re being deployed to includes detachments of the traitorous World Eaters and the noble Flesh Tearers.  At first glance, these Space Marines may appear superficially […]

By The Warhammer Community TeamPosted on

Featured

The Regimental Standard: Why You’re Better than a Necron

The latest Regimental Standard teaches Guardsmen that they’re better than Necrons.

By The Warhammer Community TeamPosted on

Featured

The Regimental Standard: Imperium’s Most Wanted

Are you brave enough to take on the greatest threat to the Imperium? Find out now.

By The Warhammer Community TeamPosted on

Sours: https://regimental-standard.com/

Characters / Warhammer 40000 Imperial Guard

Warhammer 40,000Main Character Index
Imperium of Man:Founders, Adeptus Astartes (Chapters, Characters, Primaris Marines), Astra Militarum, Adepta Sororitas, Inquisition, Mechanicus, Other factions
Forces of Chaos:Chaos Gods, Chaos Primarchs, Heretic Astartes
Xeno Races:Aeldari (Asuryani, Drukhari) | Necrons | Orks | T'au Empire | Tyranids


https://static.tvtropes.org/pmwiki/pub/images/ImperialGuard_764.jpg

For every hero commemorated, a thousand martyrs die, unmourned and unremembered.

To each of us falls a task. And all the Emperor requires of us Guardsmen is that we stand the line, and we die fighting. It is what we do best: we die standing.

General Sturnn, Officer Commanding, Cadian 412th

In Warhammer 40,000, the superhuman Space Marines may be among the Imperium's most exalted warriors, but the overwhelming majority of its battles and wars are fought by the untold trillions in the Astra Militarum, more commonly known as the Imperial Guard, the vast majority of its members consists of ordinary men and women who hold the line in defense of humanity.

The worlds of the Imperium are required to pay a regular tithe in support of its endless conflicts, and part is paid in regiments for the Imperial Guard. Each Guardsman is equipped with a lasgun that while capable of blowing off limbs is among the weakest weapons in the setting, as well as flak armor that most other armies' standard weaponry can punch right through. His training is filled with propaganda and misinformation, his commanders are willing to expend millions of men and machines in a conflict like he himself will expend ammunition, and if he harbors any doubts there are commissarsready to summarily executecowards and deserters. A Guardsman's individual odds aren't good, but if the Imperium has any resource in abundance, it's manpower.

The Imperial Guard is descended from the Imperial Army that supported the Space Marine Legions during the Great Crusade, though after the Horus Heresy it was divided into a separate army and Imperial Navy so that a renegade general couldn't command both troops and the means to deploy them. The Astra Militarum encourages both standardization of equipment and specialization of regiments, allowing worlds or cultures to contribute troops that play to their strengths. Thus, the regiments from the death world of Catachan are renowned jungle fighters, the Armageddon Steel Legions are famous for their mechanized infantry, the Elysian Drop Troops are the Guard's premier airborne infantry, and so forth. This gives Imperial commanders a variety of tactics with which to smite the Emperor's enemies, from aerial assaults to artillery bombardments to armored blitzkriegs, though many generals are satisfied with throwing Guardsmen into a conflict until it is won.

On the tabletop, few armies can field as many soldiers as the Imperial Guard, which is fortunate, as they are comparatively lightly-armed and -armored, and have morale that's highly contingent on their proximity to a commanding officer or commissar. On the other hand, few armies can bring as many weapons to bear in a single Shooting phase as the Guard, so while one lasgun is unlikely to get results, fifty or sixty firing in salvos will. The Imperial Guard is also famous for their tanks, unsophisticated and unsubtle metal monsters deployed in numbers bordering on the absurd, and capable of reducing any target to a smoking crater. However, the key to the Imperial Guard's popularity may be that they're basically normal people forced into unimaginably bad situations, but who can prevail with luck, faith in the God-Emperor, and overwhelming firepower.

A part of the Warhammer 40,000 game since its 1st Edition, the Astra Militarum were initially known as the Imperial Army before later being renamed the Imperial Guard, with the original term being subsequently used for the pre-Heresy era organization. The 2nd Edition of the game saw the introduction of various famous regiments based on real world military forces, with 3rd Edition giving some of these regiments (such as the Catachan Jungle Fighters) their own mini-expansion rules. The 6th Edition of Warhammer 40,000 saw the army renamed again to become the Astra Militarumnote keeping Imperial Guard as the common name, with the elite Storm Troopers also renamed as the Militarum Tempestus Scions and given their own mini-codex. 7th Edition’s Codex: Imperial Agents saw a number of other Astra Militarum units, such as the Wyrdvane Psykers and the Valkyrie aircraft, spun off into their own sub-factions. The rules for using the Astra Militarum, their most famous regimentsnote the Cadian Shock Troops, Catachan Jungle Fighters, Armageddon Steel Legion, Tallarn Desert Raiders, Valhallan Ice Warriors, Vostroyan Firstborn and Mordian Iron Guard and their sub-factions can be found in Codex: Astra Militarum with additional rules published in the February 2020 sourcebookPsychic Awakening: The Greater Good Rules for the Death Korps of Krieg and the Elysian Drop Troops can be found in Forge World’s Imperial Armour Index: Forces of the Astra Militarum book alongside rules for a number of additional tanks, super-heavy vehicles and artillery.


    open/close all folders 

    Tropes in General 

  • Ace Pilot: The most successful tank commanders in the armoured regiments of the Astra Militarum often become renowned for their abilities and kill count. These highly skilled tank aces will have fought in countless conflicts across the galaxy, gaining skills that set them apart for their fellows. How these aces are represented on the battlefield varies with the edition but usually involves the ace's tank having a superior stat line and/or extra skills.
  • All Crimes Are Equal: Some sources, such as the Imperial propaganda booklet The Imperial Infantryman's Uplifting Primer, state that the majority of crimes and violations of discipline are officially punishable by flogging, execution, or some combination of the two. In practice other pieces of background material indicate that, outside of active combat, the punishment for minor breaches of military law and discipline is decided by the criminal’s superiors and Commissar, and even when a death sentence is deemed appropriate, the sentence is carried out via transfer to a Penal Legion so that they can be punished while still serving the Imperial cause.
  • Amazon Brigade: While it isn't represented on the tabletop, the background material for the game mentions that there are entire Militarum regiments composed solely of women, particularly those raised on planets that have a matriarchal society. Some older background information mentions that such single-gender regiments are the norm to avoid fraternisation between troopers but other material, particularly that released during 8th Edition, has seen mixed-gender units become more common.
  • Ammunition Backpack: Most patterns of hotshot lasgun are powered by a large and bulky power pack carried on the wielder’s back and give the Scions of the Militarum Tempestus a distinct silhouette compared to their regular line infantry comrades.
  • Arch-Enemy:
    • Many planets in the Imperium have suffered raids and invasion at the hand of xenos and heretical forces, sometimes for generations, their populations harbouring a deep animosity those who have plagued their worlds. When Astra Militarum regiments are recruited from such worlds, the Guardsmen take their inherited hatred with them and can prove to be especially effective against such foes. While not always represented in the game rules, some editions have represented this by giving Guardsmen from such regiments bonuses against their ancestral foes.
    • Sometimes an alien invasion will result in an entire generation of children being orphaned in a single incident and inducted into the Schola Progenium together. Once these orphans graduate, they are often formed into a single regiment of Tempestus Scions as such regiments have been found to produce superior results when facing the xenos that slaughtered their parentsnote this isn't reflected in the in-game rules however.
  • Armies Are Evil: ZigZagged. While the majority of the Astra Militarum is made up of regular (if badass) human beings who want to live to see another day there are some regiments, such as the Death Korps of Krieg, that are renowned for their brutal tactics, lack of remorse and disregard for casualties. The trope is played straight with the upper echelons of the Astra Militarum command chain, however, who are infamous for their bloodthirsty and amoral disregard for the lives of their subordinates.
  • Armor Is Useless: ZigZagged. On the tabletop and in the overall fluff, a Guardsman's standard-issue flak armour is only enough to stop other lasguns, nevermind the heavy weapons varieties of lasguns or the multitude of heavier weapons that the non-human armies use. There's a reason that Imperial Guard armament is referred to as "t-shirts and flashlights" by fans. However, in Gaiden Games such as Dark Heresy and Only War, flak armour is actually a reasonably effective and inexpensive armour choice, and can stop stubber rounds (functionally a World War II-era firearm) and even a shot from a lasgun. It's telling that in this universe, stuff that is regarded as bottom-rung and hopelessly inadequate is stuff that real life special forces would kill to get their hands on. As of 8th Edition's changes to armor penetration mechanics, the humble Guardsman's flak vest is an actually useful piece of body armor on the tabletop. In prior editions, if a weapon's AP stat was equal to or lower than a model's armor save, it punched straight through every time no questions asked, which constantly happened to Guardsmen note Armor saves of 5+, most armies standard issue weapons had an AP of 5. Now, if they have an effect at all, it's a reduction in chances to make the save. Being that most armies now lack standard weaponry with values above zero, Guardsmen have gone from almost never getting to even try rolling saves to an actually respectable one-in-three chance of success. The issue of Catachans somehow having the exact same durabilty as Guardsmen actually wearing armor however, still plays it straight.
  • Awesome, but Impractical: Some of the Imperial Guard's famous vehicles are mighty on paper, but in practice are over-costed or have too many drawbacks to make use of. This is mitigated somewhat in Apocalypse-scale games, where hordes of powerful vehicles tend to dominate. In-universe, the Imperium would love nothing more than to equip as many of its forces with Baneblades as possible, but the immense difficulty of manufacturing, maintaining, and fueling them leads to massive shortages everywhere.
    • The famous Baneblade tank and its ELEVEN BARRELS OF HELL! is a very impressive-looking tank and has impressive stats, but even it lacks the punch it requires to eat up 500 points in a small-scale game. It's slow, is vulnerable in the rear (like all armor), and it's far from invincible: repeated combined tank or heavy weapons fire will do the trick. Failing that, lots of anti-armor weaponry (and everyone packs some form of anti-armor for inevitable Astartes battles). It shines in Apocalypse games along with its even more advanced brethren, but even then often times a Guard player is better off taking a larger number of Leman Russes in squads. And that's just the tactical-level game mechanics, lore-wise its horrible fuel efficiency (due to simply being so massive) and low cruising speed means it's not often able to committed to a battle even if it's otherwise available.
    • The Shadowsword super-heavy tank is a variant of the aforementioned Baneblade, though with some major differences in form and function. It's slow, lacks many of the guns that gives the Baneblade some much needed versatility, it can't fire while on the move, and its main gun can't rotate since it's not mounted in a turret. What makes it awesome? Its main armament is a hideously powerful Volcano Cannon meant to destroy Titans. It can potentially take out a Warlord in a single shot, provided the Titan's shields are down, and it wreaks utter havoc on Reavers and Warhounds, shields or no shields, and its effects on anything less than a Titan goes without saying. Outside of killing Titan-class enemies though, it suffers from egregious Crippling Overspecialization, especially for its points cost.
    • The Deathstrike Launcher, which is more or less a small ICBM mounted on a truck launcher. While devastatingly powerful (its blast zone is an "Instant Death" Radius for nearly everything without Eternal Warrior) and has a massive blast zone, it has several prohibitive drawbacks. Namely there's the real possibility of it missing and wiping out more of your troops than the enemy's, it can only fire once, its minimum range renders it useless on most maps, and it's expensive points-wise. Not to mention that it's lightly-armored and a gigantic "shoot me" sign for the enemy...
  • Badass Army: Regiments of the Astra Militarum are often recruited from the best of their respective planets' Planetary Defence Forces, better-equipped than any modern-day special forces unit, and backed up by tanks and artillery that put real-life armored divisions to shame. Put another way, the Imperial Guard are paradoxically a strong contender for the biggest example of this trope in the entire setting precisely because they aren't. Without Bio-Augmentation, Super Strength, Super Toughness, Powered Armor, Psychic Powers, or even expensive equipment, the Militarum gets by on good old-fashioned combined arms warfare, reliable mass-produced equipment and massive, grievous casualties.
  • Badass Longcoat: Trenchcoats are a common part of many regiments' uniforms, such as the Death Korps of Krieg or the Armageddon Steel Legion. Regiments from ice worlds such as Valhalla usually are issued them as well, though their dress will depend on the local climate.
  • Badass Normal: Their whole schtick. In a setting with super-soldiers so augmented they barely count as human any more, hulking monstrosities that can rip men apart with their bare hands, psychic bullet-dodging ancients who train for centuries in deadly warrior arts, undying alien zombie robots, and unstoppable devouring hordes from beyond the edges of the galaxy, one of the strongest factions is basically a lot of ordinary humans with laser rifles and flak jackets backed up by tanks and artillery. Kinda makes you proud, doesn't it? Although, that's only counting for regular Guardsmen and Stormtroopers; Ogyrns, Ratlings and psykers obviously don't count, and even some of the more impressive people (like Sgt. Harker and Sly Marbo) do occasionally leave you wondering just how "normal" they are.
  • Bad Boss: Many officers, commanders and generals spend their soldiers' lives, munitions and tanks like credits in a casino.
  • Base on Wheels: Appearing in the background material and the Epic scale version of the game, the Leviathan and Capitol Imperialis super-heavy vehicles are massive, tracked fortresses used by the higher echelons of the Astra Militarum as mobile command centres. Protected by thick armour, banks of void shields and powerful weaponry, these huge vehicles allow Militarum generals to oversee a battle from the front lines in relative safety.
  • Battle Thralls: Regiments raised from worlds that have been on the wrong side of an Imperial conflict in the past and have since been reconquered tend to be thought of as "penitent," raising soldiers en masse to fight for the Imperium to absolve themselves of the sins for their ancestors. They tend to fall into the "Taskmaster" type, because rather than fighting grudgingly, many of them are whipped up into a zealous Death Seeker-like state as atonement. The Death Korps of Krieg are an obvious example; the Vostroyan Firstborn are a more downplayed example.
  • Battle Trophy: The Guardsmen of Armageddon Ork Hunter regiments regularly acquire trophies from any greenskins they kill and take them back to their headquarters at Cerberus Base. After years of conflict, the walls and ramparts of Cerberus Base are covered with greenskin wargear, teef and skulls that the Ork Hunters have taken.
  • Bayonet Ya: The bayonet is nearly as synonymous to the average Guardsman's weaponry as the lasgun that it's attached to. Being forced to use it as a Puny Earthling comparatively weaker and/or saner to one of his many enemies individually is a fairly powerful image.
  • Beam Spam: The only way to effectively use lasguns is in bulk. This is compounded even further by the (frequently-issued) 5th through 8th Edition Order "First Rank, Fire! Second Rank, Fire!" order, turning lasguns into Rapid Fire 2, so 4 shots per model at half-range.
  • BFG: While the majority of the game's factions have their large and powerful Heavy-type weapons physically carried and fired by a single individual, the Astra Militarum avert this trend with the Heavy Weapon Teams that were introduced during the 2nd Editions of the game. These Teams consist of a pair of Guardsmen operating a Heavy-type weapon mounted on a tripod with struts and recoil dampers, one Guardsmen firing the massive weapon while the other acts as the loader.
  • Big Book of War: The Tactica Imperium is a collection of countless commanders' combined battlefield experiences, containing advice on topics from barricade construction to force organization. Imperial generals may find it useful, though they have to keep in mind that it occasionally contradicts itself, should not be adhered to too strictly, and some passages are best read as metaphors.
  • Bigger Stick: Codified in Imperial deployment doctrine. The harder a given force pushes, the more regiments are raised and deployed in response.
  • Blatant Lies:
    • One specific Catachan rule has the player roll before battle starts to see if the local Commissar dies to a horrible, completely unintentional misunderstanding behind his own lines. The rule is even called "Oops, Sorry Sir!"
    • The Infantryman's Uplifting Primer, a sort of instruction manual handed out to Guardsmen, contains a lot of these especially, as far as details on the enemy are concerned. It puts forward such gems of information as "Orks are feeble and brittle-boned", "Eldar technology is far inferior to our own", "Tyranids are dim-witted sluggish mindless beasts" and "Tau weapons are puny and require sustained fire to even injure a human being". Of course, such lies are necessary: morale is bad enough without Guardsmen learning that Orks can rip a man apart with their bare hands, that flak armour does jack against Eldar monomolecular shuriken guns, that the Tyranid hordes are guided by a superhumanly intelligent Hive Mind that often humiliates competent human generals, and that Tau railguns can hit with such force that they not only punch holes through tanks but also suck the crew out of the exit hole. This does however beg the question, why they don't tell the Guardsmen the real disadvantages of their enemies (i.e. the Tau's weakness in close combat and lack of heroism, the Eldar's low numbers and lack of heavy weaponry, the Orks' lack of effective ranged weapons and limited tactics)? That said, it actually does encourage exploiting the one weakness that the 'nids will always have, no matter what adaptations the particular batch being fought has: "Shoot the big ones."
  • Blue Blood: Many planets in the Imperium have a nobility, and the scions of these families often end up forming entire regiments together. These "highborn" regiments can generally expect their initial equipment to be much higher quality than what is entrusted to the regiments of more common Guardsmen, and (thanks to family connections) their deployment will generally avoid some of the more mundane skulduggery of military duty, but on the other hand they may be first in line for the assignments that will garner them (and by extension their families) the most glory. The high command aristocracy of any given operation will usually keep a close eye on such regiments, as they are seen as crucibles for candidates they can groom for later command roles.
  • Booby Trap: During 2nd Edition, one of the Veteran Ability upgrades that squads could purchase was Freedom Fighters. This ability caused hits against any enemy models that moved through woods or buildings that the Freedom Fighters were also inside as the enemy triggered the traps the squad had set.
  • Boring, but Practical:
    • Lasguns and stubbers are far from the most impressive weapons in the setting, but they're cheap, reliable, and have easy logistics (lasguns can be recharged by any light source, including campfires, and stubbers are just heavily modified firearms). While many players believe that lasguns area as good as flashlights, they are deadly weapons at least on par with modern assault rifles that can blow limbs clean off of unarmored humans and kill the super-human Adeptus Astartes under the right conditions. It's just that all the other armies' standard weapons are ludicrously overpowered.
    • In an extreme example, judging from the fluff and model, the Heavy Stubber is actually a contemporary Browning "Ma Deuce" (M2) Machine Gun, still produced and used thirty-eight thousand years into the future.
    • In a universe with hover tanks, spider tanks, cathedral tanks, aircraft that think they're tanks, and tanks that think they're aircraft, the humble guard makes due with early twentieth-century style artillery, mortars, missiles and (implied to be) a modified tractor with a turret on top. Whatever technological edge or grace they lack, the Guard vehicles more than makes up for in raw reliability and sheer firepower.
  • Bulletproof Vest: Flak armour is standard-issue for Imperial Guard infantry, and isn't entirelyuseless as it serves them well enough against rabble like Chaos cultists, but it can't stand up to the higher caliber weaponry usually fielded by the rest of their foes.
  • Cannon Fodder: A popular image for the Imperial Guard, though this varies between regiments and commanders. In-game, this is usually the role of Conscript Platoons and Penal Legions, who can serve as Human Shields for other units. Certain rules can even replenish one's supplies of Whiteshields (conscripts) at the end of a turn if certain conditions are met, incentivizing their treatment as this.
  • The Cavalry: Due to the logistics of mustering Imperial Guard regiments together and readying them to make war, a Guard deployment often ends up this by default, reaching warzones where fighting has been ongoing for a while but always arriving in force. Even Astartes, powerful as they are, sometimes find themselves relieved by the arrival of larger numbers of Guardsmen, if only because it frees them up to move onto the next hotspot while the Guard do the more mundane work of full pacification.
  • Chainsaw Good: Chainswords are a common melee weapon for Sergeants and other mid-ranking officers, as while they rarely get hold of power weapons, they tend to get better gear than the common grunt who has to make do with a bayonet or knife for close combat.
  • Chicken Walker: The Astra Militarum may deploy Sentinels, light one-man Walking Tanks that move on a pair of mechanical digitigrade legs. The Sentinels aren't as robust as conventional armour, but their legs give them an edge on rough terrain, where they can move much more easily than vehicles on wheels or treads. The Sentinel comes in two variants: the Scout Sentinel, equipped with auspex arrays and other detection devices and used for scouting ahead of an army, and the Armoured Sentinel, which is better armoured and armed and used as a mobile weapon platform.
  • Child Soldiers: In extreme situations, the Imperial Guard will muster regiments of "Whiteshields" that would otherwise be too young to be considered for normal recruitment. Cadia in particular is so heavily militarized that it uses Youth Armies for training, which includes fighting on actual battlefields.
  • Church Militant: This is considered to be an aspiration for the Imperial Guard, though the success and extremity of this heavily varies between regiments; the Tallarn Desert Raiders, for instance, are particularly pious to a fault. The regiments raised from Ecclesiarchal fiefdoms, or "shrine worlds", are often this in a nearly literal sense, though they're considered lay-members of the church rather than armed clergy like the Sisters of Battle.
  • Combat Medic: The field medics who accompany Astra Militarum Command Squads are typically Veteran Guardsmen with a degree of medical skill equipped with a medi-pack that, depending on the tech-level of the regiment's homeworld, could be anything from a roll of bandages to a sophisticated auto-diagnostic and treatment kit. In-game these medics have the same combat abilities as every other Veteran in the squad and, depending on the edition, make it more difficult to wound members of the squad and/or heal wounded characters.
  • Combat Pragmatist: Many veterans are aware of how terrible their odds are, so they use every dirty trick in the book to get things done, up to and including procuring black market Astartes or Xenos arms. These methods are not strictly speaking legal (as they're not covered in the Imperial Infantryman's Uplifting Primer), but every veteran knows that they're only illegal if you get caught.
  • A Commander Is You: A hard army to characterise or pin down, being Spammer if infantry-focused, Brute if armour-focused, Generalist if combined arms, and Technical thanks to the Orders system. This is an army defined mostly by versatile and strong vehicles, dirt-cheap troops, liberal smotherings of special and heavy weapons, and a plethora of possible allies including Astartes, Sisters, Knights, Custodes, Adepus Mechanicus or even Genestealers! New strategies are being found every day and you will never be forced to rely on one single gimmick. The primary weakness of the Guard is the commanders, as the Orders system acts as a force multiplier for their flimsy (if numerous) infantry, and the tanks can be easily destroyed if left without support from other squads and characters; synergy is the key to how the army functions.
  • Communications Officer: The Imperial Guard has "vox operators" with radio backpacks.
  • Compelling Voice: The Astra Militarum relic known as the Laurels of Command is a sophisticated empathic-impulsion device. While it falls short of true mind control, those troops that have been subjected to the proper subliminal suggestions will attempt to perfectly carry out any order that an officer wearing the Laurels will give them. In the 8th Edition rules, the Laurels allow an officer the chance to issue multiple orders to the same unit rather than the usual one.
  • Conscription:
    • While recruitment into a Planetary Defence Force or the Astra Militarum is generally left up to each individual planet, many have some form of conscription, particularly if the world cannot meet its Imperial Tithe with volunteer recruits alone or a sudden threat presents itself that requires additional manpower to counter. These conscript units, often called Whiteshields, are typically given only the most basic of training before being sent to the battlefield alongside more experienced units, often being used as Cannon Fodder to protect their more skilled comrades.
    • The more militant worlds in the Imperium often institute a system of universal conscription where the entire population is trained from birth to be soldiers. Cadia was a prime example; before its fall, it was said the planet's birth rate was synonymous with its recruitment rate.
  • Cool, but Inefficient: Many elite options for the Imperial Guard on the tabletop are statistically considered to be not worth the cost of just getting even more basic guardsmen.
  • Crippling Overspecialization: Deliberately invoked at the regimental level by the Departmento Munitorum when levying Imperial Guard. Any given Imperial Guard regiment will be trained and equipped for exactly one role, be it foot infantry, mounted infantry, armor, or artillery. The intention is to ensure that no regiment can survive long if it goes rogue, and must rely on other regiments for combined arms warfare.
  • Death from Above: The Imperial Guard has no less than five different artillery platforms for battlefield use, which can be deployed in squadrons, thus letting them drop more shells or rockets on the other side of the table than any other army.
  • Death World: Nearly all of the famous Imperial Guard regiments hail from one of these, since the most brutal environments breed the toughest badasses. Catachan stands out as having one of the naturally worst planets to live on for humans (rivalling even Fenris) that's still flush with life.
  • Deflector Shield: Astra Militarum officers are typically equipped with refractor fields, personal force fields that disperse the energy of an attack across the entire surface of the field. In every edition of the game refractor fields have given the wearer a 5+ invulnerable save.
  • Determinator: The individual Guardsman may falter, and even an entire unit will rout... but the Guard as a whole will stand resolute, funneling men and machines and ammunition into the warzone against nearly any imaginable enemy, and will destroy the enemy or die where they stand. In particular is the final defense of Cadia, where the Imperial Guard held on even while the planet itself was breaking apart under Chaos assault.
  • Depending on the Writer:
    • The effectiveness of individual Guardsman varies from author to author even after the Guard receives a Take a Level in Badass treatment. Some depictions show them as being utterly helpless against everything (except for other humans) without huge numbers and heavy support, while others have small squads of Guardsmen holding the line against entire enemy hordes.
    • Not helping the matter is the inconsistency in the strength of lasguns. In some works (such as Warhammer 40,000: Space Marine), almost every creature can soak up a ridiculous amount of lasgun fire without slowing down, while in others (such as the Ciaphas Cain novels), lasguns are shown to be capable of bringing down a fully-armored Astartes within twenty shots.
    • Depending on the novel in question, the Death Korps of Krieg are either characterized as being cold, but personable or nearly automata-like clones.
  • Drill Tank:
    • The Hades Breaching Drill, used as a siege-breaker weapon to undermine fortified positions or breach into a reinforced bunker from an unexpected vector. While not a primary attack vehicle in itself (being more of a tunnelling armored troop transport,) its melta-cutter drill spells death for anything caught in front of its cumbersome path. Note though that Fast Tunnelling is largely averted. The Hades Drill works quickly, but not so quickly it can dig its own complete tunnel, which must be dug by other means so the Hades can use its power to quickly breach the last few meters to the target.
    • Termites, and the super-heavy Mole and Hellbore, are armoured troop transports used by some Astra Militarum regiments that drill through the earth to deliver their cargo into the midst of enemy positions. In addition to the traditional drill, these armoured tunnelling machines use a phase-field generator to speed up their tunnelling. The Termite and Mole originally had models and official rules in early editions of the Epic scale rules system, but were consigned to mention in the background material for the main Warhammer 40,000 game until 2018 when Games Workshop’s Forge World department released models for their Horus Heresy: Age of Darkness game.
  • Dude, Where's My Respect?: Zig Zagged Trope. When the Astartes are deployed into an ongoing conflict, odds are thousands or millions of Imperial Guard and/or PDF have been holding the line for quite some time already. When the intervening Astartes are credited for saving the day, IG reactions vary heavily between gratitude and relief, sheer awe at the sight of Space Marines, or bitterness about lack of recognition. This of course assumes that Imperial Guard troops or leadership get enough screentime to even seen their reaction.
  • Easy Logistics: The Guard's equipment is meant to invoke this in-universe as much as possible:
    • Lasguns are ubiquitous, simple to manufacture, easy to maintain and can be charged by sunlight, campfires and vehicle power plants.
    • The vast majority of the Guard's vehicle pool derive from only three base chassis: the Chimera, the Leman Russ and the Valkyrie. Thus they share a commonality in components that greatly facilitates logistics and repair. For example a set of tracks for a Chimera will just as easily fit a Manticore, a Basilisk, a Hydra or a Hellhound and will have a very similar mode of installation.
  • Elite Mooks: Stormtroopers, or formally Militarum Tempestus Scions, are orphans or children plucked from nurseries to be trained as fanatically-loyal special forces units. They're outfitted with improved versions of a Guardsman's wargear (such as the fearsome Hellgun, a more powerful automatic lasgun), earning them monikers such as "Toy Soldiers" and "Glory Boys" from the resentful rank-and-file.
  • Energy Weapon: The Imperial Guard is the single biggest military organization in the galaxy, and the single biggest user of laser-based Energy Weapons, coming in multiple varieties:
    • Lasguns — The most common weapon, the "old-standby" of the Imperium. A rifle-like laser weapon with greater stopping power than the majority of modern conventional projectile firearms, but still one of the comparatively weakest weapons in the setting. There are many regional and functional variations on the design, some with different settings for rate of fire and damage, but all share certain common core parts and take the same charge packs for ammunition (which can be recharged in a few hours from field generators). This is a big part of the reason they are so popular for a massive organization like the Guard. Tend to be easy to keep functionally clean and keep working in rough conditions. Desperate Guardsmen are known to set them to overload and hurl them at the enemy as an improvised grenade.
    • Long-las — A marksman's version of the common lasgun. These are tuned to produce a killing shot at greater distance, usually sacrificing rate of fire and shot capacity per charge pack to achieve this. Experienced Guard snipers often prefer to equip their long-las with overcharge packs to increase their power per-shot, but this results in even fewer shots per pack, and they need to keep several spare barrels on hand as this wears the barrel out very quickly.
    • Hellguns — An upscaled version of the lasgun, this achieves a greater punch through the expedient of being bigger and pumping more power into it. This necessitates a much more elaborate cooling system, making a hellgun much more bulky and mechanically complicated than a lasgun. Because the power draw is so much higher, many hellguns attach to Ammunition Backpacks to allow a wielder to pour on the fire, though there are variations which use standard charge packs as well. Because of their size, they are often only used by heavy infantry or dedicated elite forces.
    • Hot-shot Lasguns — Lasguns with overcharge packs and special tuning to increase their lethality. The combination of the armor-penetrating punch of the heavier hellguns with the portability of the more common lasguns has made these weapons highly popular with special forces who need to keep their equipment light, such as para-drop storm troopers. However, they have the drawback of wearing out the weapon very quickly; it runs so hot that its components burn out and fuse together with frequent use, making it unsuited to long deployments or situations where supplies are limited. Any guardsmen who is issued one of these must first pass very strict equipment maintenance expertise certifications above and beyond what is expected of a typical guardsmen, as practicality demands that they need to be able to field-strip and replace failing parts themselves. This in turn limits their circulation to mostly elite forces specially trained in their use.
    • Multilasers — Essentially a gatling version of the hellgun, it is a multi-barrel weapon capable of maintaining a high rate of fire. They are usually too big to be used by infantry, but are often mounted on vehicles such as the Chimera infantry fighting vehicle to suppress enemy infantry and light vehicles.
    • Lascannon — Lasgun-tech scaled up to BFG levels. Its capacitors take time to build up the energy needed for a discharge, combined with the time to cool the mechanism between shots, so its rate of fire is fairly low, and all that size means it's rarely completely man-portable (for normal humans at any rate), being restricted to gun carriages and mounting on vehicles. However, it maintains its power over long range and has substantial armour-penetrating qualities, making it an effective anti-material gun. Leman Russ tanks configured for armour-superiority roles often mount them in hull-mounted hardpoints to supplement their main cannon and suppress flanking armour. Bigger tanks like the Bane-chassis vehicles may have them mounted on sponsons, in single or twin variants, to pick off flanking tanks.
    • Plasma weaponry — Not as commonly used as the lasgun, these fire superheated bolts of energy that cut through or vaporise the target. Unfortunately, they are much more difficult to manufacture, with only a few forge worlds still capable of doing so. Also, plasma weapons have a tendency to overheat and explode (shown in the game as the "Gets Hot" rule), but sometimes the extra firepower they provide outweighs the risk. The Executioner variant of the Leman Russ, for example, uses a large plasma cannon.
  • Enhanced Archaic Weapon: The hunting lances carried by many Rough Rider squads consist of the traditional lances and spears wielded by cavalry with the addition of a specially shaped explosive charge that allows the Rough Rider to deliver a powerful, one-off attack when charging. How these weapons are represented on the battlefield varies depending on the edition with the semi-official Warhammer Legends rules for 8th Edition giving the Rough Rider a single, attack with a Strength bonus, along with good Armour Piercing and Damage characteristics, when they charge.
  • Fast-Roping: Valkyrie transports are equipped with line spools for precisely this reason. Stormtroopers in particular tend to train heavily in this technique, and are the most likely to attempt it on the battlefield, forgoing a more cautious insertion when speed of deployment is a priority.
  • A Father to His Men: While the command echelons of the Astra Militarum are more famous for their uncaring and ruthless attitude towards the troops under their command, many of the most successful commanders have a far closer relationship with their men. Such commanders will often share the hardships of their Guardsmen and gain great respect. The 8th Edition Master of Command Warlord trait represents this with its background text mentioning that the Warlord is able to get the best out of his troops due to his personal knowledge of their abilities and personalities. This is represented in game by allowing the Warlord to issue more Commanders than other Warlords.
  • Fixed Forward-Facing Weapon: The Destroyer Tank Hunter is a rare armoured vehicle that is built on the basic Leman Russ chassis only with its main weapon, the powerful laser destroyer, mounted in a fixed weapon mount at the front of the tank rather than in a turret on top. Having the laser destroyer in this position gives the Destroyer a lower profile to help with its role as an ambusher and sniper.
  • Flanderization: The Imperial Guard is often portrayed as a Red Shirt Army who only ever wins battles via massivecasualties and by being egged on by psychopathic commissars. The reality is a bit more complicated. While it's true that there are plenty of commanders such as Chenkov, there are also more sympathetic ones such as Cain and Gaunt, and any number in between. Naturally, the troops under their command run the gamut from Red Shirt to Badass Normal, and many are perfectly capable of holding their own against the galaxy's horrors. It really depends upon the unit in question.
  • Follow the Leader: invoked Quick, picture a standard Imperial Guardsman right now. Are you thinking of a man in green flak armour and helmet? That's because the Cadian Shock Troopers have such a reputation as a Badass Army that their designs and doctrines are copied by countless other regiments and PDF forces. There are unique regiments, of course, but the Cadian way of doing things is so widely adopted that it's practically the Imperium standard.
  • Four-Star Badass: Not all of the Guard's senior commanders are complete failures. There are plenty of Guard Generals that are strategic geniuses and kick ass just as well.
  • Future Copter: The Valkyrie Assault Carrier, the Guard's air transport of choice, is also well armed with a multilaser and missiles. However, even more deadly is the Vendetta Gunship, an up-gunned variant that trades out its lasers and missiles for the massive firepower of three twin-linked lascannons while still retaining its dropship capabilities.
  • Gameplay and Story Segregation: According to the fluff and art female troopers are everwhere, mostly in gender segregated regiments but mixed gender regiments are fairly common too. If you were only to read the novels you would probably be surprised mixed gender units aren't considered the norm. In the actual models there are no women whatsoever. What makes it especially odd is that the Cadians, who represent the bulk of the models in print, explicitly include every man and woman on the planet.
  • General Failure: There's no shortage of Guard generals who got their position entirely through family connections and interdepartmental politicking, and who couldn't command their way out of a wet paper bag. Many follow the We Have Reserves school of Imperial tactics, reasoning that even the most egregious tactical errors can be overcome by throwing enough men at the problem. The most incompetent of them even manage to screw that up. Note that due to Character Exaggeration and Flanderization, these types of leaders get over-represented within the Imperium. If every last general and officer was that incompetent, sociopathic, bloodthirsty, etc., the Imperium would probably have collapsed long ago. The few extreme outliers can be chalked up to any sufficiently large organization having some less-than-ideal leaders in its chain of command.
  • Happiness Is Mandatory: Official Imperial doctrine states that Humanity Is Superior and that those loyal to the Emperor will always prevail. Naturally, the reality is much more bleak, but belief in this propaganda is enforced amongst all Imperial forces to ensure that there is some chance of success.
  • Hero of Another Story: Whenever the Space Marines arrive in time to save the day, and we don't get to see much of the Imperial Guard holding the line, there's probably more than a few tales of sacrifice and bravery in there that no-one will ever hear about.
  • Hold the Line: How an Imperial Guard campaign will probably play out at some point or another. A common sardonic joke among the fans goes to the tune of "The Imperial Guard. It's a thankless job, but if you're willing to stand your ground and give it your all... you just might be able to buy enough time for the Space Marines to take all the credit."
  • Hollywood Tactics: They've gotten much betterat avoiding this, but sadly there's still the occasional regiment that's led by a particularly incompetent, inexperienced or even ruthless commander. Many of these clowns just settle for the old "keep throwing men and tanks at the enemy and wear them down". Some even manage to screw that up.
  • Homage: The Massacre at Big Toof River Games Day display, the White Dwarf battle report Last Stand at Glazer's Creek, and the Praetorian Guard regiment created for them are all a homage to the battles of Isandlwana and Rorke's Drift as depicted in the film Zulu with red-coated warriors with superior technology and pith helmets being massacred by a more primitive and numerous foe (Orks in the case of the Praetorians).
  • Home Guard: Worlds in the Imperium maintain their own Planetary Defense Forces, and the best of these are sent as levies when it's time to pay a tithe; thus, the PDF is looked down upon by "proper" Guardsmen as ill-disciplined and unsuitable for prolonged engagements, a stereotype it all too commonly lives down to. There are notable exceptions, however, such as the Cadian Home Guard, randomly drawn from the Cadians' highly-trained regiments, and the Ultramar Auxilia, which is led by and fights alongside the Ultramarines.
  • Imperial Stormtrooper Marksmanship Academy: Subverted. Though they have a reputation as unreliable shots, Guardsmen have average Ballistic Skill, and statistically half of their ranged attacks (of which they make very many) will hit. Actual Stormtroopers shoot as well as Space Marines and have a two out of three chance of hitting the mark.
  • Interservice Rivalry: You have the traditional rivalry between the Imperial Navy and the ground-pounders, between Glory Seeker COs and Spotlight Stealing Space Marine companies, between regiments from different planets, and occasionally between regiments from the same planet if their culture is particularly competitive.
  • It's Raining Men: They're not Space Marines, but the Guard can make good use of conventional air deployments.
  • Jack-of-All-Stats: The basic Leman Russ battle tank is not the toughest, fastest, or most powerful armored vehicle out there. However, its impressive array of weapons can deal with just about any threat, it's quite tough, and while cumbersome it can maintain its rate of fire while advancing at a constant speed, all for a very cost-effective price. Its only weakness is a vulnerability to attacks from behind, which is hardly exclusive to the Leman Russ, and mitigated when the tanks are deployed in squadrons or with infantry support. It also serves as the basis for a wide variety of more specialized derivations such as the Vanquisher tank hunter or Demolisher siege tank.
  • Kinetic Weapons Are Just Better: While the lasgun is the preferred service weapon, the Guard maintains heavy use of autoguns, heavy stubbers, shotguns and other firearms. In fact, good old artillery pieces are more widely used than heavy energetic weapons.
  • Long-Range Fighter: The Astra Militarum as a faction is one of the standout examples of this trope in this far future's grim darkness — a plethora of artillery, tanks and small arms are mustered to blast and shoot the Imperium's many enemies dead from afar because the Puny Earthlings operating these don't stand a chance against these enemies at close-range (except for the Tau). At least, they can have the Ogryns be useful auxiliaries for such melees — or have Ratlings that are a walking embodiment of the aforementioned Long-Range Fighter schtick as they are excellent snipers with utter glass jaws (seriously, they'll lose to Tau in close-combat).
  • Made of Plasticine: With their weak flak armor and mediocre Toughness characteristic, if someone shoots at and hits an Imperial Guardsman, statistically-speaking he's probably dead.
  • Mega City: Hive Worlds are common sources of Imperial Guard regiments, in part because their large populations tend to result in large numbers of regiments, and because many of these Hive Cities are major industrial centers such regiments tend to require less initial equipment provided from elsewhere by the Departmento Munitorium. Not to mention that many Hive Worlds are simply too large and sprawling to police effectively, so gangs are common deep down in the Underhives. Criminals and gang members can be made into decent soldiers, as they usually know how to handle a gun and aren't averse to getting their hands dirty (or bloody). Of course, turning the rough-and-ready hive-scum into disciplined soldiers does take some training, but that's nothing a Drill Sergeant Nasty (of whom the Guard has many) can't beat into them.
  • Mildly Military: Sentinel pilots are used to acting independently and on their own initiative, so wise commanders are willing to look the other way if they advance without orders.
  • Mighty Glacier: The mainstay of Astra Militarum tank companies, Leman Russ battle tanks are described as slow and lumbering but powerful and durable. How the games rules represent this changes with the edition with the 7th Edition making it a Heavy Vehicle, allowing it to fire at full effect when moving but reducing its top speed. The 8th Edition rules on the other hand give the Leman Russ higher Toughness and Wounds characteristics than any other, non-Titanic, Astra Militarum vehicle and allows it to fire its main gun multiple times at full effect if it moves under half its, already reduced, movement distance.
  • More Dakka:
    • Taking a cue from the Orks, the Leman Russ Punisher variant has a gatling cannon that fires twenty shots a round, theoretically capable of turning entire Ork mobs into goo. You can have up to twelve of them in a standard Imperial Guard army.
    • If that's not enough for you, see the Stormlord, a variant of the Baneblade super-heavy tank equipped with a Vulcan Mega-Bolter, ten rotating heavy bolters, on top of its sponson- or pintle-mounted weapons, and that it can transport 40 infantrymen within. Horde of Orks charging the lines? Whathorde of Orks?
  • My Horse Is a Motorbike: Rough Riders units are traditionally mounted on horses, but industrialized worlds' Rough Riders are often fielded on motorcycles.
  • Officer and a Gentleman: The Imperium has a convention of granting parcels of territory to ranking officers during its crusades of conquest. This has the effect of creating noble families with strong military traditions, and established noble families seeking to expand their own domains and influence via taking commanding positions in new crusades. The end result is that the upper echelons of a large scale operation are almost entirely recruited from the aristocracy. The quality of these commanders is quite variable, with the best ones usually coming from families with long histories of noblesse oblige to the Imperium, while the worst tend to be Glory Seekers more used to courtly intrigue with little regard for the forces under them.
  • Overshadowed by Awesome: The Imperial Guard, with its vast legions of hardened fighting men and devastatingly powerful battle tanks and artillery, would be an absolutely unbeatable fighting force in real life, or in most other sci-fi universes. A fairly decent approximation of a single Imperial Guard Regiment's fighting strength would be a little bit more than that of a real life first world military, but with much better equipment. However, they happen to live in a universe where being completely superhuman is a fairly common state of being, and hence they tend to come across as this trope when compared to the Adeptus Astartes or pretty muchall ofthe armiesthey goup against. However, this ironically makes them arguably the most awesome army of the lot.
  • Plunder: Back when the Imperial Guard was the Imperial Army, they did quite a bit of this during the Emperor's Great Crusade across the galaxy. Nowadays there's significantly less planet-conquering going on due to the Imperium committing most of its resources to mere survival.
  • Power Fist: Sometimes wielded by higher-ranking officers. Because everything else is usually faster than and stronger than Guardsmen, this at least lets them stand toe to toe with some of their scarier foes, although it's nowhere near as effective as in the hands of other, stronger races.
  • Power Nullifier: Those Tempestus Primes who serve as guards for the Black Ships of the Adeptus Astra Telepathica are often equipped with special null-emitters that render them all but immune to warp-spawned abilities. The 8th Edition rules represent this with the Cypra Mundi Null-Emitter Relic available to characters from Tempestus Drop Force Specialist Detachments. This relic, introduced in the Imperium Nihilus: Vigilus Defiantcampaign book, gives the bearer a high chance of ignoring any psychic power that targets them.
  • Powered Armour: The Armour of Graf Toschenkovnote introduced in the 8th Edition Codex: Astra Militarum is a suit of highly ornate armour fitted with numerous augmetic systems that boost the wearers Toughness and grants the wearer of this relic of the Vostroyan Firstborn greater protection than Astartes Power Armour.
  • Puny Earthlings: The Imperial Guard may have bayonets as standard, but few of them have the combination of courage and insanity to want to abide being close enough to use them on the galaxy of aliens, fanatics and Super Soldiers they're up against (unless they're against Tau).
  • Put on a Bus: The Cadians and Catachans have plastic kits available, but the Mordians, Valhallans and Tallarns are stuck with metal models that haven't been updated since 2nd Edition, while regiments like the Praetorians are no longer available at all.
  • Recursive Ammo:
    • The Manticore Multiple Rocket Launcher has, as its most common armament, a rack of 4 (and only 4) Storm Eagle rockets. A Manticore may only fire one Storm Eagle per turn, and each Storm Eagle breaks into a barrage of 1-3 mini-rockets once the main Storm Eagle reaches the apex of its trajectory. Due to their temperamental nature, Manticores are sometimes distrusted by commanders, but having that kind of potential in firepower makes up for it.
    • The stormshard mortars fitted to Wyvern Suppression Tanks fire shells designed to explode above enemy infantry, showing its victims with countless razor-sharp, aquila-shaped flechettes that scythe through flesh and bone with ease.
  • Red Shirt Army: The Imperial Guard on a bad day... and the bad days outnumber the good on any given week. The Planetary Defense Forces are a Redshirt Army for the Redshirt Army.
  • Resignations Not Accepted: Depending on the regiment. Some keep fighting until they are too depleted to be effective, then the survivors muster out permanently. Some actually have a fixed length of enlistment. Some combine the two approaches in periodic reorganisations with a trickle of reinforcements between, so a given soldier might be in for two years or twenty. Officers have more of a defined length of service, but talented ones can be called back to the Emperor's service after their retirement.
  • Robbing the Dead: Some of the less noble regiments of Astra Militarum will take any opportunity to replenish their supplies from those who fall in battle, whether they are friend or foe.
  • Schizo Tech: Particularly pronounced when various regiments meet in the same battlezone—you can see squads with cameoline and cybernetic augmentations fighting alongside primitives mustered from a Feral World fighting with axes and maybe a laspistol, supported by both mechanized cavalry and traditional cavalry that ride anything from regular horses to xenos beasts or genetically engineered mutant horses.
  • Sergeant Rock: Probably a major factor to Guardsmen actually standing off against their enemies. Until the Sergeant Rock dies, of course.
  • Shout-Out: The original plastic Storm Troopers and some of the head options for the Tempestus Scion models wear military berets that, in the official colour scheme, are painted dark red. This is a reference to the maroon berets of the British Parachute Regiment who the Storm Troopers/Scions were loosely based on.
  • Simple, yet Awesome:
    • The Leman Russ is the simplest of the Imperial armoured vehicles, but cost-wise it's a very damn good tank, to say nothing of its versatility. In-universe, Leman Russes can be churned out the fastest, sent to battlefields in large numbers, and are so easy logistically, they can burn anything from wood to corpses for fuel. It's not nearly as fearsome as the Baneblade, but superheavy tanks are only available as part of Apocalypse army lists as of the 5th edition, making the good old Leman Russ the backbone of most battles that the Imperial Guard takes part in.
    • The Basilisk is basically a World War II-era artillery piece ramped up to Warhammer standards. It actually dates back to the Great Crusade, but were used by the Space Marine Legions—post-Heresy, the Space Marines prefer air support and find little use in a ground-bound artillery piece, but the Basilisk is very well suited to the ponderous advance of Imperial Guard battlelines. No neat tricks, just a monumentally huge cannon on a Chimera chassis. Like the Leman Russ, it is extremely cost effective.
    • The bog-standard Guardsman is just a human soldier with body armour and a rifle, little to none of the fancy technology or exotic abilities of his counterparts in other armies, looking hopelessly outmatched compared to his exotic, superhuman opponents. However, Guardsmen still pose a credible threat for the same reason that medieval archers used to pose a threat to armoured knights: they can pour hundreds of shots at a target, and while nearly all of them will just harmlessly miss or ping off, they only have to get one or two lucky shots to bring their opponent down, and they don't stop shooting until they get lucky.
    • The heavy stubber is an extremely unsophisticated weapon compared to the bolters and power swords out there- yet is churned out by the billion on forge worlds due to its simplicity, ease of maintenance, and rate of fire. Yes, even 40 millennia into the future, you still can't do better than the Browning M2.... which was first designed in 1918. Older Is Better indeed.
    • Imperial Guard Tactics tends to boil down to "drown it in gunfire until you win", but nothing is more satisfying than unleashing a volley of barrages from a mass of field artillery or rolling over a hundred dice from nearly every single unit. Indeed this is part of the army's appeal; no fancy tricks up their sleeves, just good ol' brute force and lots of artillery shells.
    • The Lasgun is derided by fans as 'flashlight', but there's a reason it is the mainstay of the Imperial Guard weapons. It's so simple, it can be manufactured everywhere, its power cells can last for quite a bit before having to be recharged, and it can be recharged by simple power port, solar power, or even by burning it in a pinch. Burning the power cell also turns them unstable, allowing it to be used as improvised explosive. Lastly, the base Laser technology also give rise to advanced variants such as Hellgun, Long-Las, Multilaser, Lascannon, all the way up to the Volcano Cannon which can fell a Titan.
  • The Spartan Way: Many planets have hellish requirements to make it into their Imperial Guard. For example, it's common for recruits, or "Whiteshields", to start off younger than official enlistment age and be sent alongside PDF and IG forces in actual battles. Survivors are then deemed worthy of going through the requisite Training from Hell and even after officially becoming PDF, usually only the best of them will be deployed outside their homeworld, which is when they can finally be called Imperial Guardsmen.
  • Super Soldier: Though not quite the equals of an Astartes, the Tempestus Scions (or "Stormtroopers") are hand-picked from the most capable guardsmen, subjected to rigorous training and given minor cybernetic enhancements, and equipped with the finest weapons available. They are entrusted with delicate operations such as assaults on heavily fortified positions or infiltrating behind enemy lines, usually deployed by Valkyrie gunships. The Cadians, the Catachans and the Krieger might also qualify for different reasons note Cadians are superbly versatile, professional and coordinated soldiers ready for anything, the Catachans are from a high-gravity utter Death World and can wage war in nearly any hostile environment]], and the Kriegers literallyfight to hope to die for atonement for their planet's past rebellion and are unfazed by all odds..
  • Taking You with Me: The most loyal and dedicated Guardsmen of the Astra Militarum will sometimes call down fire on their own position if it looks like they are going to be overrun. The 8th Edition rules represent this with the "Fire on My Position" Stratagem that has a 50% chance of causing mortal wounds on an enemy unit close to an Astra Militarum unit when it is destroyed, though the unit must have a vox-caster to do so. It certainly doesn't hurt that being captured by almost everything the Guard goes up against is a Fate Worse than Death, so a quick death by dangerously close artillery is vastly preferable.
  • Tank Goodness: A huge appeal of the Imperial Guard. Even the standard Leman Russ is a very good tank, and it (among other, scarier death engines) can be fielded in squads in high-points games. Then there are the dozens of variants, and the even bigger super-heavy battle tanks such as the Baneblade, with their "Eleven barrels ofhell!". The multitude of powerful tanks available to the Imperial Guard and the numbers they can be deployed in is what makes them a force to be reckoned with in Apocalypse mode. Special mention goes to the Hellhound family of medium tank. While they lack the sheer brutal power of the Baneblade or even the workhorse Leman Russ tank, they win Rule of Cool superiority by being one enormous flamethrower. For those generals not afraid to get their hands truly filthy, the Imperium manufactures variants that spew poison gas or toxic waste.
  • Target Spotter:
    • The Master of Ordnance is an officer who is often attached to the command section of front line infantry regiments to act as a liaison with the forces’ artillery companies. These officers use various auspex-arrays, and other scanning devices, to relay targeting data to artillery batteries behind the front line to call down supporting barrages with far greater accuracy than would otherwise be possible. The 8th Edition rules represent this by giving the Master of Ordnance a one-off artillery barrage attack (representing the model calling in fire from off table artillery units) and by allowing the player's artillery units to re-roll long range shots when there is a Master of Ordnance nearby.
    • The 8th Edition Stratagem Aerial Spotter represents the aircraft of the Aeronutica Imperialis acting as spotters for the player's artillery, allowing them to re-roll failed hits.
  • Technicolor Fire: The background section of the 8th Edition codex mentions that the multiple flamer weapons utilized by regiments of Miasman Redcowls spew a fierce green fire due to the volatile and noxious form of promethium the regiments uses.
  • Theme Naming: Many Guard vehicles, especially those based on the Chimera chassis, are named after mythological creatures such as the Valkyrie, the Medusa, the Basilisk and the Hellhound.
  • Token Evil Teammate: Most of the named Imperial Guard armies are sympathetic to some degree, even with their various quirks and oddities. This is with the exception of the Salvar Chem Dogs, an Army of Thieves and Whores who are kept in line with "motivational drugs" and are infamous for their ruthless looting tendencies. There's also the Penal Legions, who are convicted criminals, heretics, and mutants who have to be kept in line with collar-bombs and are usually treated as scum by the other Guardsmen.
  • Took a Level in Badass: Up through early 3rd Edition, the Imperial Guard was portrayed as using tactics from 1914, both in the fluff and on the tabletop. After the Gaunt's Ghosts novels came out, the Guard started getting more competent — successive codices introduced the Orders system to buff infantry, even more Tank Goodness, and air support, so the Guard became not just a credible force, but downright dangerous. Not that the Guardsmen themselves needed bigger Balls of Steel.
  • Trading Bars for Stripes: Penal Legions, which are often supplied with Explosive Leashes and Frenzon to keep them "motivated." In the unlikely case they survive a campaign, their crimes are forgiven. In the much more probable case of hideous death, their crimes are forgiven. The most infamous of these are The Last Chancers.
  • Tyke Bomb: Played straight by numerous planets with a particularly strong militaristic culture and/or particularly large amounts of required manpower for their planet to tithe to the Imperium, such as Cadia or Krieg. Subverted by Catachan Jungle Fighters, who aren't so much formally trained from birth as they are forced to survive on a Death World.
  • Unfriendly Fire: If a Guardsmen unit does rout despite the presence of a Commissar, then the Commissar is removed from play. The idea behind this is that the Commissar attempted to shoot one of them to maintain morale, and the Guardsmen shot back.
  • War Is Hell: While the trope can make its appearance at times for all the other armies, given that the Imperial Guard are Puny Earthlings that are pushed forward to die in droves against inhuman adversaries by officers and institutions that placehumanity over the human being and are the most likely to appear as Shell-Shocked Veterans, the Imperial Guard are probably the most likely to display the trope. To some of their fans, that's even the appeal—why else would anyone want to play as the Death Korps of Krieg?
  • We Have Reserves: That number in... well, not even the Imperial Guard knows how many Guardsman are in it, but it hasn't run out yet despite the best efforts of certain commanders. One estimate is five hundred trillion compared to around a million Space Marines (one thousand chapters of one thousand marines). Or to put it another way that's five hundred million Imperial Guard for every single Space Marine. If Space Marines are the tip of the Empire of Mans' spear, the Imperial Guard are the rest of the weapon and the entire man wielding it. This mindset is especially prevalent in two particular Guard regiments:
  • Weapon of X-Slaying: The Hound's Teeth, an heirloom chainsword of the 54th Psian Jaklesnote introduced by Psychic Awakening: The Greater Good, possesses a machine spirit that has an intense hatred of the Aeldari, gaining a wound re-roll when used against these xenos on the tabletop.
  • When All You Have is a Hammer…: ... every problem looks like it can be solved by simply throwing more forces at it. Other solutions may be more elegant, but given the diverse and constantly shifting (though vast) resources that Imperial Guard high command has to work with, overwhelming force requires the least change in overall strategy. More granularly, this is one of the motivating factors as to why, despite all the awesome variety of combined arms options the Imperial Guard might employ, there are some staggering-looking misapplications of force... like sending a light infantry regiment to take out a bunch of enemy tanks. The Guard is a vast organization, and for the overall strategic goals to be met all the individual pieces have to be moving toward those goals together. But the chaos of war makes it impossible for the deployment of every asset to be micro-managed, and the ideal force to deal with a particular situation may not be available despite the best efforts to make it so. Yet the local commanders will still be expected to make do with what they have, if only because a failure to push toward their objectives on time will threaten the wider strategy. The generals in charge of a particular salient quickly learn to apply whatever force they are given, even when it is widely inappropriate for the responsibility it has been given.
  • You Kill It, You Bought It:
    • Imperial Guardsmen rarely have the opportunity to return to their homeworlds, but since troops without anything to gain tend to fight ineffectively, the Imperium has a practice of granting territory on conquered worlds to the Guardsmen who survived fighting to take them. This can create new noble families in time, or found settlements who regard the founding soldiers as ancestor-saints.
    • In a lesser case, most liberated planets become home to a series of bars with names like the "105th," filled with middle-aged, scarred men with blank stares. Robbers or street gangs who venture into said bars can consider themselves lucky for getting out with all limbs attached.

    Regiment-Specific Tropes 

Armageddon Steel Legion

https://static.tvtropes.org/pmwiki/pub/images/armageddon_steel_legionnaire.png

The Armageddon Steel Legion hails from a jungle-covered hive world most notable for having been invaded by massive hordes of Orks, which remain there to the present day. This has made the Steel Legion very experienced in fighting the green-skinned aliens. Their standard uniforms are trench coats, bowl helmets and face-covering gas masks.


  • Fantasy Counterpart Culture: The gas mask and trenchcoat-wearing mechanized soldiers of the Armageddon Steel Legion are straight from the World War II-era German army.
  • Gas Mask, Longcoat: The Armageddon Steel Legion wears these as a standard uniform because they come from a heavily polluted hive world.
  • Skull for a Head: High-ranking officers of the Armageddon Steel Legion will often have their gasmasks fashioned into the form of a skull to intimidate and unnerve their enemies. The most famous such gasmask is the 8th Edition Relic the Skull Mask of Acheron that strikes fear into the hearts of the superstitious Orks.

Cadian Shock Troopers

https://static.tvtropes.org/pmwiki/pub/images/cadian_shock_trooper.png

The Cadian Shock Troopers hail from Cadia, a legendary fortress world on the gates of the Eye of Terror. They held against the horrors of the Warp for centuries, turning their entire society into an ancillary to the war effort, but were eventually overwhelmed. A few shattered remnants still endure in the Imperium, using their considerable skill and practice in fighting the spawn of Chaos to hold the hordes of the Dark Gods at bay. They wear straightforward military uniforms, and their colors are tan and green.


  • Catchphrase: Ursarkar Creed's pithy mantra "Cadia stands" became one to his 8th Cadian Regiment throughout the background of Fall of Cadia.
  • Child Soldiers: Cadia is so heavily militarized that it uses Youth Armies for training, which includes fighting on actual battlefields.
  • Defiant to the End: Even as all of Cadia was being torn to pieces and consumed by the growing Eye of Terror, the vast majority of Shock Troopers remained fighting to their last breath untill whatever was left could be evacuated. It is famously quoted that "The planet broke before the guard did".
  • Elite Mooks: The Kasrkin are chosen from the best recruits or the most skilled veterans, and are therefore closer to the average soldiers, but can perform on par with Stormtroopers.
  • Fantasy Counterpart Culture: The Cadian Shock Troops have the worst posting in the Imperium, right outside the Eye of Terror, and can consequently field-strip a lasgun before they learn to walk. They're considered the Imperial Guard's best soldiers and are capable of devastating frontal assaults. Naturally, Cadia is basically a futuristic version of World War II Britain, down to being led by a big, charismatic figure who is seldom seen without a cigar.
  • Jack-of-All-Stats: This is the Cadians' regimental hat, as they focus on coordination and tactical versatility along with the sheer ability and discipline. Cadians are generally known for and raising a wide variety of different types of regiments compared to other planets' Guard units, like the primarily-mechanized Armageddon Steel Legion or the sneaky, close-combat survivalist infantry of the Catachan Jungle Fighters. Formerly, their signature tactic was a classically-unsubtlemassive frontal assault behind an artillery barrage in a very World War I manner (matching the stereotypical Imperial Guard sense of strategy perfectly), but this changed later (though don't think they aren't still capable of it, because their 100% recruitment rate means they absolutely are).

Catachan Jungle Fighters

https://static.tvtropes.org/pmwiki/pub/images/catachan_jungle_fighter_9.png

The Catachan Jungle Fighters come from Catachan, the most notorious Death World in the Imperium. The Catachans live their lives in the disease-, parasite- and predator-infested jungles of their world, which has turned them into some of the deadliest fighters and survivalists among unmodified humanity — anybody who isn't a peak of human health and competence doesn't live much past three. They specialize in jungle combat and extended deployments in hostile environments, and their colors are forest camouflage.


  • Acquired Poison Immunity: The 3rd Edition background material mentions that, when fighting against Tyranids on Koralkal VIII, the veterans of the Catachan XVIII, the Swamprats, covered themselves in xenos ichor so that they would build up an immunity to the toxins used by the extra-galactic aliens.
  • Badasses Wear Bandanas: Red bandannas are part of the official uniform of the Catachan Jungle Fighters, renowned the Imperium over as one of the toughest and most violent Astra Militarum forces. The bandanna also ties into the Catachan's Vietnam War/Rambo look.
  • Booby Trap: The Catachan Jungle Fighters are renowned for their use of lethal booby traps to strengthen their defences, using everything from improvised pits and tripwires to more conventional mines and snares to stall and break up enemy assaults. How this is represented in the game differs by edition with the 3rd Edition Codex: Catachans allowing the player to purchase a number of different traps (such as plasma charges or spring mines) as part of their army list, while the 8th Edition rules represent this with the "Vicious Traps" Catachan Stratagem that causes enemy troops to take mortal wounds when they charge Catachan troops who are in cover.
  • Bunny-Ears Lawyer: The Fighters wouldn't take a bath even on pain of death note because they're convinced that washing off their stench will get them promptly eaten by some predator that will notice their lack of ambient smell, are so paranoid about their surroundings that they'd be institutionalized on other any other world, and are so infamously Hot-Blooded and gung-ho that they make Rambo look like a Cub Scout. They get away with it because they are the single best at Feral World survival (bar none) and get deployed in any conflict on a world that would literally eat another regiment alive.
  • Chainsaw Good: The Sentinels fielded by Catachan regiments often mount chainsaws designed to cut through the thick jungle foliage of their jungle home. It isn't long, however, before a Sentinel pilot learns how to use these vicious saws in combat against their foes. The 3rd Edition Codex: Catachan rules represented this with the Chainsaw Warrior special rule that granted the Sentinel an extra Attack in close combat.
  • Fantasy Counterpart Culture: An entire army of Vietnam stereotypes with the tactics of the Viet Cong, with a good bit of Rambo.
  • Frontline General: Catachan Officers prefer to share the hardships of warfare with those under their command and take great pride in personally leading their men into battle, throwing themselves at the enemy without hesitation. The 8th Edition rules represent this with the unique Catachan Warlord Trait, 'Lead From the Front', which doubles the range that they can engage the enemy in close combat and gives the officer bonuses when fighting aggressively.
  • Heroic Build: Catachans are famed for their tall frames and muscles on muscles, earning them nicknames like "Baby Ogryns." It's not just that they come from a Death World, but one with higher gravity than Terran standard.
  • Hot-Blooded: Having survived the notoriously and ridiculously lethal environment of their home planet, Catachans have a reputation for being recklessly brave in combat, eagerly using demolition charges and flamers, weaponry infamous for being a potential danger to the user as much as enemies. This is not to say that Catachans are incautious, but rather that their home planet is so deadly that they become accustomed to danger and anything else seems laughable in comparison.
  • Mildly Military: Catachans tend to be extremely self-disciplined (surviving to adulthood on their Death World of a homeworld demands it) but that discipline rarely resembles the kind of discipline other worlds would recognize as military, since Catachans tend to interact with an almost casual and cavalier ease of manner.
  • Muscles Are Meaningful: The absurdly-ripped physiques of the Catachan Jungle Fighters aren't just for show. To represent their above-average strength owing to being Heavy Worlders, all their models have S4 compared to baseline S3 in melee (provided that they have the 'Brutal Strength' Regimental Doctrine).
  • Pit Trap: The 3rd Edition background material for the Catachan XXIV regiment, known as the Waiting Death, mentions that they make extensive use of Booby Traps to fight the Emperor's foes, with their most famous engagement involving them turning the entirety of a mile-deep gorge into one massive pit trap. The trap was so artfully constructed, the regiment managed to send the majority of the Ork horde they were facing plummeting to their deaths in an instant.
  • Unfriendly Fire: Catachans dislike Commissars, so they used to have a special rule where any attached political officers had a one in six chance of suffering an "unfortunate accident" before the battle — the "Oops, Sorry Sir!" rule.
  • Walking Shirtless Scene: While the official uniform of the Catachan Jungle Fighters includes a vest of flak armour, a number of their models have the troopers going into battle shirtless. Despite what the models are wearing however, they all receive the same Save characteristic.

Death Korps of Krieg

The planet Krieg once rebelled against the Imperium. The rebellion was put down, but the survivors were overwhelmed by shame over what their compatriots did and devoted themselves to seeking deadly penance to atone. The modern Death Korps channel this cultural sense of shame by throwing themselves into the harshest, deadliest engagements, seeking honorable death generation after generations to make up for what their millennia-dead ancestors' neighbors did. They specialize in protracted meatgrinder engagements and in taking extremely difficult positions, and wear uniforms and gas masks that leave no part of their bodies uncovered.
  • Bunny-Ears Lawyer: The Death Korps of Krieg are a force of fanatical Death Seekers who seek atonement through their deaths and are so augmented that they just barely count as human anymore, which creeps other Imperial Guardsmen out and makes them stay as far away as possible during joint-forces operations. note This suits them just fine, since their internal emotion dampener prevents them from even wanting such things like camaraderie. This is tolerated by the higher brass because their augments allow them to survive hellish conditions and their legendary indifference towards their own deaths lets them fight through protracted and bloody sieges that would break any other unit.
  • Clone Army: The Death Korps of Krieg are mostly vat-grown to make up for the high casualty rate and life in a nuclear wasteland. The Mechanicus see this as abominable but the Munitorum tolerates it because of the results.
  • Combat Medic: The Death Korps' Quartermasters combine the role of medic with the technical skill required to recover damaged equipment and the spiritual training to administer comfort to the dying. The Quartermaster is also an officer who accompanies his regiment to the front lines and has the combat skills required to survive the hell of trench warfare. In the 8th Edition of the rules, the Quartermaster Revenant has characteristics superior to a Death Watch Veteran and is equipped with a medi-kit that he can use to heal nearby allies.
  • Costume Evolution: During the 3rd edition, the Death Korps of Krieg were a simple recolour of the Armageddon Steel Legion, and as such shared their WW2-era German-inspired uniforms, distinguished only by their black, SS-esque colour scheme. However, as Krieg started to develop its own unique design with new Forge World miniatures, that original aesthetic was abandoned in favour of something more resembling the Imperial German Army of World War I, with feldgrau uniforms and simpler gas masks. The purely German aesthetic would then be mixed in with British and especially French influences, seen in details such as the Kriegers' ridged helmets and the metal crests of their officers. Another change happened when the plastic Krieg Veteran Guardsmen kit was released in 9th edition. The Veterans' design and official paint scheme highlights the French aspect of the Death Korps' aesthetic, with the old feldgrau replaced with the brighter horizon blue, while also bringing their style closer to that of the Astra Militarum as a whole, with more emphasised shoulderpads and helmets. It also harkens back to the original Krieger design to some extent, with black armour (though now limited only to the actual armoured parts of the uniform) and skull-like helmets brought back in full.
  • Death Seeker: The people of Krieg are still gripped by collective guilt over their ancestors' rebellion, and believe that death in combat against the Imperium's enemies is the only way they can atone. Unlike the ones assigned to other regiments, the commissars assigned to the Death Krops are not there to shoot people for cowardice or lacking loyalty, but to keep them from getting themselves killed too early.
  • Fantasy Counterpart Culture: As of the 9th edition, Krieg's design is largely based on that of the French Army during World War I (and, to a lesser extent, their German and British counterparts), with dull blue trenchcoats, gas masks, and helmets with prominent ridges on them. This has not always been so, however: see Costume Evolution and Putting on the Reich.
  • Gas Mask, Longcoat: Soldiers of the Death Korps have this as standard uniforms because they come from a radiological wasteland... and also to disguise the fact that they're clones.
  • Martyrdom Culture: The Death Korps of Krieg, if the name wasn't enough to convince you. Once, Krieg was a prosperous hive world with a decadent noble class. The nobles decided to go rogue and declare independence from the Imperium. A bitter civil war between rebels and Imperial loyalists ravaged the planet and eventually the desperately outnumbered loyalists turned to drastic measures. Through a combination of strategic nuking and bloody siege and attrition warfare, the loyalists slowly took back their planet inch by inch over the course of five hundred years until they were able to re-assert Imperial authority. All children are brainwashed from birth to feel only guilt for their ancestors, and to make up for their ancestors' dishonour by fighting and dying for the Emperor, throwing themselves into the bloodiest conflicts and meatgrinders in the galaxy. They are infamous for their iron discipline, fanatical loyalty to the Emperor, and suicidal disregard for casualties. It has been noted that the Death Korps simply don't need Commissars,note ironically, the Commissars who are assigned to Krieg regiments are there not to drive them forward but to reign in their Death Seeker tendencies so that they do not simply throw their lives away when the larger campaign would be better served by conserving their manpower as their desertion rate is zero and even the rank-and-file soldiers will execute their own comrades if they show a hint of cowardice or reluctance. Individual Kriegsmen don't even have names, just serial numbers.
  • Names to Run Away from Really Fast: The "Death Korps of Krieg", referencing both their mercilessness in battle and nihilistic Martyrdom Culture.
  • Putting on the Reich: Early Krieg miniatures were recolours of those of the Armageddon Steel Legion (themselves an example of this trope), and further coloured in black with the skull motifs, evocative of the SS. Their interaction with the Steel Legion, with it being disturbed by the Death Korps' suicidal bravery, was also similar to the relationship between the Wehrmacht and the SS. Later redesigns have de-emphasised this aspect of Krieg design in favour of a more broadly German and WW 1-inspired aesthetic, and now the only two aspects of Krieg reminiscent of the SS are their death cult and the skull motif on their uniforms.* Sins of Our Fathers: The Death Korps are the product of a Martyrdom Culture that does the self-inflicted version of this, as each Guardman's ultimate goal is to perish in combat to atone for their ancestors' sin of rebelling from the Imperium (over five hundred years ago!).
  • Taking You with Me: They have this mentality ingrained into them. A unit given the 8th Edition "Duty Unto Death" Order allows all infantry or cavalry slain in a Fight phase to make a last attack before they perish in an attempt to invoke this trope.
  • We Have Reserves: To atone for their ancestors' rebellion, the Korps willingly throw themselves into the most hellish of sieges, and their commanders will expend them like ammunition in human wave attacks. Upon graduating from boot camp soldiers take up numeric designations to ease the tallying of their deaths, and their culture of self-sacrifice is such that Commissars don't have to maintain discipline or morale, but keep the Korps from wasting their lives when a long-term strategy doesn't require it.

Mordian Iron Guard

Mordian is a harsh and dangerous planet of meager resources and eternal night, where survival is possible only under the strict rule of authority. This has caused the Mordian Iron Guard to develop a highly formalized and regimented culture, with a great emphasis on form, appearance and ritualized behavior. Their uniforms are highly decorative and showy, and their colors are blue and gold.
  • Bunny-Ears Lawyer: The Mordian Iron Guard is a very highly regimented unit of soldiers who eschew practical uniform colours in favour of wearing fancy brightly-coloured dress uniforms at all times, even in combat note it probably helps that their armor is described as being sewn into said dress uniforms. They also spend as much time marching around in parade formation as they do actual training and go so far as to march in goose-step while being fired on during combat. Everyone overlooks these oddities because they are a Badass Army with competence that gets belied by their appearances and have a reputation for being so disciplined that they rarely if ever break their showy formation.
  • Fantasy Counterpart Culture: The soldiers of the Mordian Iron Guard proudly wear dress uniforms into battle and fight in close order drill, evocative of the Prussian military.
  • Highly Conspicuous Uniform: The Mordian Iron Guard come from a Night World subject to frequent Chaos incursions, so their parade-style dress may well be justified in helping tell friend from foe, and to keep the troops fighting and sane in the face of the mind-blasting horrors they are up against. Some enemies even make the mistake of assuming that the flashy colors mean the Mordians are a purely ceremonial force.
  • Refuge in Audacity: This is in part why the Mordian Iron Guard is fond of ceremony and dress uniforms, as it distract enemies from the fact that they are definitelyNot So Harmless.

Savlar Chem-Dogs

https://static.tvtropes.org/pmwiki/pub/images/savlar_chem_dog.png

The Savlar Chem-Dogs are a penal legion drawn from the prison planet of Savlar, where hardened criminals, amoral bandits and assorted scum are periodically rounded up from the prison compounds and shipped out to war with the promise that they can keep anything they take from the battlefield and with the chance to get away from Savlar's polluted environment. They specialize in fighting in highly toxic environments, and wear long coats and facial masks. Their colors are blue and yellow.


  • Army of Thieves and Whores: The Savlar Chem Dogs are a regiment of conscripted criminals and desperadoes known for its drug use and looting.
  • Plunder: The Chem Dogs are infamous for taking everything that isn't nailed down to fund their drug habits.
  • Robbing the Dead: The Savlar Chem-Dogs are particularly known for this, and their 3rd Edition Chapter Approved rules include a special rule that stops them from chasing down fleeing enemies as they scavenge anything from boot laces to ammunition for fallen enemies and squad mates.
  • Token Evil Teammate: They're an Army of Thieves and Whores kept in line with "motivational drugs" and infamous for their ruthless looting tendencies.

Vostroyan Firstborn

During the Horus Heresy, the Mechanicum-sworn world of Vostroya refused to send levies to the war effort, preferring to keep its citizens to man the factories and manufactoria. It has kept penance for this act by giving up its noble families' firstborn sons to the Imperial Guard, which form the Vostroyan Firstborn. The Firstborn specialize in urban and winter warfare, and they wear red uniforms with tall fur hats.
  • Ancestral Weapon: The weapons used by the Firstborn are lovingly crafted masterworks of the weaponsmith’s art that have been passed down through generations. To represent this, the 8th Edition rules give the Firstborn the "Heirloom Weaponry" Regimental Doctrine that increases the range of Heavy and Rapid Fire weapons.
  • Fantasy Counterpart Culture: Vostroyan Firstborn are based on the Imperial Russian Army, and pass down Ancestral Weaponsworth more than the Guardsman wielding it.
  • Sins of Our Fathers: The regiment is made up entirely of the firstborn sons of every Vostroyan family. This is in penance for the planet refusing to help out with the Imperium's War effort (as it would have crippled their economy) which almost led to them being declared traitors. Unlike other regiments, Vostroyans can retire back home after their service is over, which results in them passing down their weapons to their firstborn sons, a rarity among Imperial Guard Regiments.

Other Regiments

  • Fantasy Counterpart Culture: Just about every army in human history is represented somewhere:
    • Valhallan Ice Warriors are grim and determined ice worlders using artillery bombardment and human wave attacks right out of the Great Patriotic War.
    • The Atillan Rough Riders are mounted forces either Hunnic or Mongol in flavor.
    • The pious and wily Tallarn Desert Raiders are heavily reminiscent of early 20th century Arab forces.
    • The Praetorians wear pith helmets and red coats and fight in firing lines with wheeled field pieces.
    • The elite Elysian Drop Troopers take notes from just about every paratrooper and air-cav force in military history. However, their lasgun shares some similarities with the FAMAS, and their numerous failed campaigns despite their bravery could be seen as a nod toward the French paratroopers.
    • The Tanith First-And-Only are scouts and woodsmen beyond compare who wear blue facial markings and march to the sound of bagpipes.
    • The novel Fire Cast by Peter Fehervari introduces the Arkhan Confederates, a grey-clad, mechanized cavalry-loving bunch with absurd Biblical names who are basically the Confederate States of America by way of the Inglessa and Louisiana Militias from ∀ Gundam.
    • With their slightly smug can-do attitudes, expensive gear, elite training and immediately distinctive accents, the Harakoni Warhawks are a stars-and-stripes patch away from being American paratroopers with hellguns.
    • All of these design elements make the Guard popular with fans of realistic tactical wargames, who tend to see this invoked by designing and painting their armies to look even more like certain historical forces.
  • Horse of a Different Color: Rough Riders units are traditionally mounted on horses, but depending on the world they're raised from they can ride on predatory birds, giant lizards, or stranger creatures. Of course, industrialized worlds' Rough Riders are often fielded on motorcycles.
  • It's Raining Men: The Elysian regiments are particularly good at this — a typical drop operation will involve a few Valkyrie transports coming in fast and low to Fast Ropestormtroopers in to secure an initial landing zone, with larger numbers of higher-flying Valkyries following shortly in their wake to deploy reinforcements via grav-chutes.
  • Put on a Bus: While the Cadians and Catachans have plastic kits available, the Mordians, Valhallans and Tallarns are stuck with metal models that haven't been updated since 2nd Edition, and regiments like the Praetorians are no longer available at all.
  • Skull for a Head: The 54th Psian Jackals Militarum Tempestus regiment are famous for painting grinning skulls on their masked helmets in an attempt to intimidate their opponents.
  • We Have Reserves: The Valhallan Ice Warriors come from a planet turned into an icy wasteland after a comet knocked them out of orbit and forced its inhabitants underground... then Orks invaded. They refused to give up and eventually pushed the Orks out. Based on the Red Army at its most infamous in World War II, their regiments are famed for considering a temperature which turns your breath into vapor to be brisk, stoic and resolute in holding ground such that they won't be routed and require annihilation to be displaced, and attack in large waves of infantry after heavy artillery bombardment of enemy positions.

    Commissar Tropes 

https://static.tvtropes.org/pmwiki/pub/images/rsz_7_commissar_9500.png

"Follow my example, or I will make you one!"

I am an Imperial commissar. I will enflame the weak, support the wavering, guide the lost. I will be all things to all men who need me. But I will also punish without hesitation the incompetent, the cowardly, and the treasonous.

Colonel-Commissar Ibram Gaunt

The Officio Prefectus, also known as the Commissariat, is an organization of political officers that works alongside the Astra Militarum while maintaining its own command structure and bureaucracy. Commissars are recruited from the very best students of the Schola Progenium, and must show absolute faith in the Imperium and a strict dedication to the Imperial Creed. Attached to Militarum regiments, Commissars are expected to lead the warriors of the Imperium from the front, inspiring them to extreme feats of bravery, brutally driving them to fulfil their missions despite the odds, and delivering the ultimate punishment should they fail or show cowardice. As well as their battlefield role, Commissars are expected to fulfil multiple rear-echelon duties including the dissemination of information, maintaining morale, enforcing discipline, and keeping petty politics from hampering the duties of higher-ranking officers. In rare cases, a Commissar may also hold a military rank, although this is generally seen as a conflict of interest and only done in unusual circumstances. Far more common is for a highly experienced Lord Commissar to take command of an Astra Militarum force for a limited time, such as a single battle of campaign, so that they can use their years of experience to get the best out of those under his command.

To perform these tasks, Commissars are trained to be utterly fearless, and at times utterly ruthless. Commissars are expected to learn the culture and strengths of the regiments they serve alongside, so that they can better inspire and gain the respect of those he must command. They also have authority, however, to use whatever means to restore discipline, including summarily executing anyone, from the lowest grunt to the highest general, who fails in their duties. The threat of such harsh discipline is considered to be one of the best ways to quickly restore order in the heat of battle, but can lead to resentment amongst the common Guardsman.


  • Badass Longcoat: A Commissar's uniform typically includes a large black greatcoat with red edging and a high collar, although depending on the environment and the particular regiment the commissar is assigned to, this may be modified. In any case, this makes for a very imposing figure on the battlefield.
  • Bad Boss: Commissars are outright trained to be this when necessary, using fear of their power and the threat of execution as a blunt tool to force morale.
  • Bling of War: Commissar uniforms can get very flashy, especially those of Lord Commissars or Commissar-Generals, making them look like a weird cross between an SS officer and a commanding officer from the Napoleonic Wars. This has the benefit of making a strong impression with Imperial troops and the detriment of making themselves rather noticeable targets...
  • Character Exaggeration:
    • Commissars often get portrayed as being ruthless, sociopathic nutcases who use summary execution as their answer to everything, even for minor offenses like chewing gum in formation. While there are certainly individuals like this, Ciaphas Cain (HERO OF THE IMPERIUM) notes that Commissars are supposed to lead by example (using fear to keep troops in line should be distant Plan B) and summary executions should only be a last resort to maintain order during a crisis. Those who didn't get the memo tend to not last very long with the units they're assigned to, especially if they're paired up with the notoriously unruly Catachan Jungle Fighters.
    • At the other end of the scale, the fact that the most famous Commissars are characters like Cain and Gaunt, who are generally moral men who protect their soldiers to the last, leads to many fans assuming that all Commissars are like them. Cain and Gaunt are ideal Commissars (despite their faults), but they're also pretty exceptional ones.
  • Commissar Cap: Commissars wear oversized peaked caps with prominent skull imagery, partly to distinguish them from others on the battlefield and partly to get it across that they are meant to be feared and respected. Orks like to collect them as trophies almost as much as they do Space Marine helmets.
  • Deadly Graduation: The 6th/7th Edition Codex: Militarum Tempestus notes that one of the final tests that a Commissarial cadet could face before they graduate from the Schola Progenium is to execute their closest friend at the training facility. This test is to ensure that the cadet will not hesitate to execute the troopers he is assigned to watch over as he has already killed someone far more important to him.
  • Fearless Fool: While Commissars are not actually fearless, they are trained to project the image of being so. Showing contempt for the potential danger the enemy poses may serve to reassure and inspire the Guardsmen they are charged with emboldening, so Commissars are given to showing casual disregard for the potential lethality of a situation.
  • Four-Star Badass: Played with. Commissars are not officially in charge of the army, they're there to maintain discipline (also a reason why Ibram Gaunt is distrusted by some of the Tanith he commands, as a 'Colonel-Commissar' is an inherent conflict of interest). In practice, Commissars are expected to have deep tactical insight, as they will judge everyone, even the Lord Solar, and it's not unknown for Commissars to take charge of a regiment and lead an assault.
  • Frontline General: While they're not the actual generals per se, Commissars are expected to lead from the front, to inspire and set an example to others. Hence they can usually be found spearheading an assault with their men.
  • Hand Cannon:
    • Commissars typically wield bolt pistols (the standard sidearm of the Space Marines), scaled down for baseline humans. They use these as their particular method of execution for deserters and cowards.
    • The Astra Militarum relic known as The Emperor's Benediction is a masterwork bolt pistol available to Commissars that is said to possess a particularly bloodthirsty machine spirit that can sense cowardice. In the 8th Edition rules, the weapon has a higher rate of fire than a regular bolt pistol, does twice the damage and, befitting a weapon used to executing officers, ignores the usual restrictions for targeting characters.
  • Happiness Is Mandatory: Imperial citizens are raised to believe Humanity Is Superior, that the Imperium can overcome any challenger, and that they will be more than a match for any opponent they face on the battlefield and to suggest otherwise is blasphemy. Unfortunately since this is a setting in which Puny Earthlings is played straight more often than not, the reality is somewhat bleaker than many have been lead to believe. Thus, Commissars are in charge of making sure that the Guardsmen's optimism about their success is enforced, even despite their evidence of their eyes, lest the entire facade collapse and their chances for success collapse with it.
  • Jurisdiction Friction: In theory, the Commissariat is sanctioned to take control of any Imperial Guard or Imperial Navy assets as necessary. In practice, this causes a lot of political headaches between Commissars and high-ranking officers, the latter of whom do not appreciate having their command post taken from them. This also leads to a few awkward (and humorous) moments, such as Ciaphas Cain's (HERO OF THE IMPERIUM) personal aide bossing around generals and admirals with impunity. Despite being the lowest possible rank in the Imperial Guard, being part of a Commissar's staff means that he now outranks his superiors!
  • Large Ham: Commissars tend to be portrayed as shouting constantly in order to convey orders and grandiose morale-boosting speeches to their troops. Justified in that they need to be loud to be heard over the din of combat and part of their job is to inspire confidence (and fear) in their men. Dramatically making boasts about the strength of the Imperium or threatening to execute those who fail the Emperor is all part of the job. Have a listen to the lines of a Commissar Lord from Dawn of War: half of his orders are grandiose declarations.
  • Morton's Fork: While a Commissar being around doesn't inherently make this situation as common as Kubrik Chenkov (seen below under Famous Soldiers and Leaders), it remains a hardly-unheard-of conundrum for Guardsmen with a Commissar within earshot to be forced to choose between fighting against nigh-suicidal odds or being shot by the Commissar for refusing to fight against nigh-suicidal odds...unless they Take a Third Option and manage to kill the Commissar first to get the opportunity to flee for their lives.
  • The Neidermeyer: Technically speaking, the Commissariat is not within the Imperial Guard chain of command. Still, few Guard regiments actually appreciate the presence of a political officer, with many outright hating their Commissars. The truth is rather complicated: while Commissars' required duties will hardly make many friends, a lot of them really do deserve the resentment of the troops they are attached to. The rare Commissar who both does his job well and has the utmost respect and admiration from their men is an extremely valuable asset to the Imperial military.
  • Obvious Rule Patch: For a while, the way the rules were worded allowed for a Commissar to execute himself to prevent a nearby unit from falling back. This was changed to limit summary execution to its intended purpose.
  • The Political Officer: Commissars are each a product of the Schola Progenium, where they are indoctrinated to hold the Imperial Creed above life itself and given an iron will to see the Imperium triumphant. Their role is to ensure that the Imperial forces in-theater have the will to get the job done, no matter how daunting the odds are, and are granted full authority over life and death to see that will enforced.
  • Propaganda Machine: The Commissariat's role of ensuring the Imperial Guard have the will to get the job done extends beyond the common image of line Commissars shooting deserters or Commissar Lords sitting in on planning sessions to ensure officers are willing to make the necessary sacrifices. They also do such things as publish information to be read to the troops educating them on the importance of the current campaign, and cutting off the rumor mill by relating news from different parts of the front. Said information and news tends to put the most optimistic spin on everything they can to keep the troops' spirits up. Even if major sections of those reports are fabrications, a few sermons from the preachers about the blessed mind being too small for doubt is enough to convince.
  • Putting on the Reich: Commissars' black uniforms, greatcoats and peaked caps are very reminiscent of SS uniforms. This is both to make them stand out from the Guardsmen they fight alongside and to be seen as a symbol of authority and power. It also has an unfortunate side effect of making them targets. Orks especially like to home in on Commissars, partly because to them any 'umie that's wearing clothes that makes them stand out must be able to give a good fight and partly because their caps make great trophies.
  • Red Armband of Leadership: Ciaphas Cain, a Commissar himself, notes several times in the eponymous novels starring him that a Commissar's sigil of office is a red sash. The sash is depicted in the cover art for the Ciaphas Cain and Gaunt's Ghosts books, but is generally not seen in the models.
  • Rousing Speech: Commissars are trained to give these, to inspire the Guardsmen they watch over to acts of valor. Those Commissars present alongside an officer generally prefer to let the officer give the rousing speeches instead to help reinforce their authority, though one who is lacking in skill can expect the Commissar to give them a few pointers when the troops are out of earshot.
  • Screw This, I'm Out of Here!: The Imperium is smart enough to keep Commissars around specifically to prevent cowardice or desertions. However, a squad that's had enough of whatever situation they're in will sometimes... remove the Commissar from his position and get the hell out of dodge. In-game, a unit that's been taken over by a Commissar after a failed Morale check gets a boost to its Leadership stat, but if it fails another Morale check despite the boost, it's removed from play, representing the soldiers fragging said Commissar and deserting.
  • Sword of Damocles: Commissars act as human ones. The fact that they have authority to execute virtually anyone if they judge their cravenness, incompetence, or other vice sufficient to negatively impact the Imperial war effort is used to motivate those around them to not let themselves be seen as slipping in their duty.
  • Too Dumb to Live: As noted by both Ciaphas Cain and Ibram Gaunt, the stereotypical trigger-happy commissar that uses summary execution frequently tends to "die tragically several kilometers from the frontlines." No matter how much authority and intimidation factor a Commissar may have, he is but one man among countless other Guardsmen, and trained soldiers are perfectly capable of silencing a Commissar that's shot one too many of their friends.
  • Weapon for Intimidation: One of the reasons Commissars tend to favor bolt pistols is simply because of how loud and messy their effects are, and when they need to control through fear simply having one at hand goes a long way.
  • Witch Hunt: The Commissariat is tasked with maintaining the discipline, competence, and purity of the Imperium's troops. The last part involves purging anyone who has fallen to the Ruinous Powers (or is suspected to have done so), which makes them the de factoJudge, Jury, and Executioner when there are no Inquisitors, Adeptus Sororitas, or other heresy-purging groups around.
  • You Are in Command Now: Invoked by themselves. When a squad's morale breaks, an Imperial Guard player can choose to have the nearest Commissar execute the ranking officer and rally the squad themselves, taking personal command of that unit.
  • You Have Failed Me:
    • Commissars will often proclaim how the soldiers or commanders they're about to execute have failed the Guard and/or the Emperor, to make it very clear why that trigger is about to be pulled.
    • An in-game rule. Units that fail a leadership test will have the Commissar execute a random Guardsman depending on a dice roll so they automatically pass the test. Naturally, a unit of Guardsmen with a Commissar breathing down their necks will have a boosted Leadership rating.

    Famous Soldiers and Leaders 

Even amidst the teeming, numberless tide of the Imperial Guard, some individuals stand out above all others.

Lord Castellan Ursakar E. Creed and Colour Sergeant Jarran Kell

https://static.tvtropes.org/pmwiki/pub/images/e2d4ccde7f2e3c5059bab6b4773963fb.png

What do I ask of my officers? Merely that they do their duty with fire in their bellies and a prayer on their lips.

A mysterious orphan found in the ruins of Kasr Gallan, Ursakar Creed was adopted by the 8th Cadian Regiment. Joining the regiment's Whiteshield Conscripts, Creed's genius grasp of tactics and his natural leadership abilities saw him rise through the ranks to become Cadia's greatest general, the loyal and strict Colour Sergeant Jarran Kell always at his side. Following the death of the Cadian High Command at Tyrok Fields, Creed was named Commander-in-Chief and Lord Castellan of Cadia, responsible for the defence of the most important fortress-world in the Imperium. Although he was ultimately unsuccessful, and Colour Sergeant Kell lost his life, Creed's courage and tactical brilliance held off the forces of Abaddon's 13th Black Crusade far longer than anyone expected. While Creed himself was not amongst the forces who evacuated from Cadia before the end, the Lord Castellan's defiance managed to turn the fallen world into a rallying cry for the beleaguered Imperium.


  • A Father to His Men: In addition to being a respected strategist that frequently led from the front, Creed was reputed to know when to turn a blind eye in unofficial matters.
  • Ambiguously Gay: It's never stated outright, but it's sometimes hinted that the two of them are lovers. If true, it isn't detracting from their masculinity.
  • Ambiguous Situation: It's not clear what happened to him at the end of Fall of Cadia, except that he was apparently rescued by a figure in metal with a scaled cape. It's possible that he was captured by Trazyn the Infinite for his collection, or possibly rescued by Vulkan.
  • An Arm and a Leg: During the Fall of Cadia, Creed lost his arm to Abaddon when fighting him together with Trazyn, Celestine and Greyfax.
  • Coat Cape: Creed's model takes the imagery of this one step further by putting a braided closure at the neck of his greatcoat.
  • Defiant to the End: One of Kell's knees was shattered and Abaddon's hoisting him into the air by his throat, but it doesn't stop Kell from spitting blood in Abaddon's face before stating "Cadia stands."
  • Expy: Creed's model has a boxy face and profile, a cigar in his hand, and a scowl on his face, making him look rather like Winston Churchill.
  • Foreshadowing: When he was found by those soldiers, the child Creed was clutching a pistol in one hand and a copy of De Gloria Macharius, a book about the Imperium's greatest general, in the other.
  • Frontline General: Current leader of all Cadian forces, Creed nonetheless still often leads from the front.
  • Going Down with the Ship: In Creed's case, it's more like going down with all of Cadia after Abaddon destroyed it...provided Trazyn didn't whisk him off to his museum at the last second.
  • Guns Akimbo: Creed wields a pair of hot-shot laspistols; one is the weapon he was found with as an orphan, while the other is a far more ornate pistol. In those editions where a model could only fire a single weapon a turn he had a special rule that allowed him to shoot both at the same time.
  • Heroic Sacrifice: Kell made sure that Creed could escape from a dire situation at the cost of getting caught with Abaddon the Despoiler, who kills him by shattering his spine.
  • Heterosexual Life-Partners: If Creed and Kell are not actually in a relationship, they are at least men who have always stood together in their military service since they first met in the Whiteshields.
  • Killed Off for Real: Kell got killed trying to save Creed from Abaddon during the Fall of Cadia.
  • Last Stand: Creed was supposed to have one of these along with the Cadian 8th, but "a metal giant in a scaled cloak" apparently whisked him away from an imminent demise on the dying Cadia.
  • Meaningful Name: Ursakar, anyone?
  • Red Oni, Blue Oni: Creed is quiet and stoic while Kell is talkative and personally ensures Creed's orders reach his troops around him by yelling them out and drowning out the din of the battlefield.
  • Rugged Scar: Creed has a long scar going through his forehead and eye.
  • Up Through the Ranks: Creed began his military career straight from the bottom, surviving as a Whiteshield to eventually become Lord Castellan. He met Kell in the Whiteshields.
  • Self-Made Man: Creed was an orphan without any sort of connections whatsoever, but nonetheless became Lord Castellan and even made General while he was forty. It's said that he'd have rose even higher while that relatively-young age for a General if it weren't for his lowly background.
  • Sergeant Rock: Kell is gregarious and never fails to bring order out of the chaos of battle to the Cadian troops around him by relating Creed's commands to them despite how noisy things usually are.
  • The Strategist: Creed's had a number of abilities such as Master Strategist or Tactical Genius that let him do surprising things with his forces. Fans have exaggerated this to make Creed a Mary Tzu capable of hiding super-heavy battle tanks behind lightposts or Titans in swimming pools.

Knight Commander Pask, Cadia's Armoured Blade

https://static.tvtropes.org/pmwiki/pub/images/pask_model_8279.png
Target sighted! Red Corsairs Predator left of the bunker. See the repair seam on the turret? Steady. Fire! Good shot. Driver, AT mines, steer left now. Gunner! Enemy infantry in crater, eleven o'clock. High explosive, fire! Sponson gunners keep an eye out, there's plenty more where they came from...

— Internal comm log, "Hand of Steel," during Operation Retort (second assault on Fort Lycoss)

Sours: https://tvtropes.org/pmwiki/pmwiki.php/Characters/Warhammer40000ImperialGuard
  1. 1976 mustang 2
  2. Preston idaho weather
  3. Grey yellow curtains
  4. Craigslist seattle casual
  5. Sexual reflexology book pdf

Imperial Guard (Warhammer 40,000)

Fictional army in the Warhammer 40,000 and Epic tabletop games and universe

In the fictional universe of Warhammer 40,000, the Imperial Guard is the army of the Imperium in the Warhammer 40,000 tabletop miniature wargame.

The Imperial Guard, now known as the "Astra Militarum", are a specific army or faction in the Warhammer 40,000 and Epic tabletop games and universe. The army itself is characterised by being capable of fielding a multitude of lightly armoured infantry in combination with some of the toughest and most powerful tanks in the game.[1] In the game universe, the Imperial Guard is a colossal military organisation consisting of roughly 500 trillion men and women supported by at least a few hundred billion Armoured vehicles each from thousands of different systems within the Imperium of Man.[2]

The Imperial Guard was first introduced to the game in White Dwarf 109, January 1989. In April 2014 a new codex was released for the 6th Edition of the game, along with a number of new plastic kits. Such models included plastic versions of Ogryns and Militarum Tempestus Scions (previously named Stormtroopers) which had been metal. A plastic kit of the Hydra (previously a Forge World model) also became available. In addition to the new kits and models, the Imperial Guard had a name change to the Astra Militarum in line with Games Workshop's shift away from generic naming of their intellectual property.

Overview[edit]

The Imperial Guard (previously the Imperial Army, now the Astra Militarum) is a fictional colossal military organisation, consisting of many hundreds of thousands of armies throughout the Imperium, and forming the vast bulk of the Imperium's military machine. Unlike the Space Marines, an elite unit that rely upon precision strikes against the enemy's critical assets to carry the day, the Imperial Guard has the reputation of relying on massed assaults made up of nearly endless waves of infantry and armour to achieve victory. "If a Space Marine assault is likened to a surgeon`s scalpel, the Imperial Guard assault is likened to a sledgehammer blow" It is this battlefield strategy that has earned the organisation the moniker "The Hammer of the Emperor". It also earns the Guard the reputation as a meatgrinder, whose most infamous or desperate commanders are more than willing to waste their soldiers' lives for the smallest of gains or in the most suicidal defensive actions. In truth, most Imperial commanders are highly trained and skilled career soldiers who have learned how to leverage the vast resources of the Imperium for maximum effect.

Each Imperial Guard regiment is usually raised from a single world and can number anywhere from several thousand upwards, and vary enormously,[3] and are supported by a huge array of light and heavy armoured vehicles. Each regiment also has its own entourage, consisting of support staff, camp followers, suppliers, tech-priests, psykers, doctors, religious leaders, and the like. When multiple regiments are grouped up into large fighting forces, they are issued far larger and more powerful assets such as planetary-scale artillery and super-heavy tank regiments from thousands of Munitorum armouries, fortresses, and staging worlds, with larger scale deployments taking decades if not centuries of preparation. Although a player may field a mixed force of these armour, artillery, and infantry units on the tabletop, in the game universe, the composition of any one regiment is fairly uniform; that is, an infantry regiment will contain thousands of foot soldiers and are entirely restricted from having any form of heavy armour or artillery, an armoured regiment will consist of little else save its armoured vehicles and support crews with no form of integrated air or artillery support, and an artillery regiment will be focused wholly on the task of providing fire support to front line regiments. This policy was put in place by the Imperium to prevent, or at least minimise, the damage from large scale mutinies in the wake of the Horus Heresy, as no one regiment constitutes a complete self-sufficient fighting force in its own right. However, all guardsmen, from the highest Lord General, to the lowest cook, has the secondary job of being a frontline guardsmen and are expected to know the basics of infantry warfare and the use of the most basic of standard kit. A special handbook, referred to as The Imperial Infantryman's Uplifting Primer, is given to all members of the Guard as a means of informing them on things they may miss out on through training. Should a Primer be vandilised, lost or stolen, its owner faces death.

Regiments are drawn from all types of planets of the Imperium; from Fortress worlds such as Cadia, where the entire populace is raised under arms from birth, to Feral and Medieval worlds, and the contributions of some planets over the ten thousand years of the Imperium run into the billions of regiments, if not more. The Imperial Guard are constantly at war, freeing worlds from Chaotic or alien influence, or defending them from the same, or most often putting down rebellions or other human based enemies of the Imperium.

The Imperial Guard rely upon the Imperial Navy for transport to and from war zones, orbital bombardment, and most kinds of air support. The Imperium's naval and ground forces are kept strictly separate such that a mutinous general will not have access to an integrated military machine. That was not the case with the pre-Horus Heresy Imperial Army, which had no such strict distinction, resulted in Horus acquiring a powerful fleet in addition to his vast ground forces and numerous worlds being taken over by ambitious commanders who could hold entire systems for ransom knowing that the people there were powerless to stop them

Famous and specialised Imperial Guard regiments[edit]

Many regiments of the Imperial Guard do not adhere to the standard Cadian style of warfare displayed on the tabletop. Although Cadian-style regiments are the most common due to Cadians being the poster boys of the Imperial Guard, some regiments from other worlds specialise in other forms of war, a facet they often inherit from the conditions of their home planet. The Catachans hail from a jungle covered 'death world', and so use lighter, more mobile transports rather than heavy, cumbersome ones, specialising in jungle warfare and hostile environments. The Death Korps of Krieg (chiefly inspired from the armies of World War I) have a propensity for sieges and trench warfare, where their suicidal stubbornness and tenacity are most valuable, as well as their unusually large store of biochemical weapons. Some, most notably the Elysian Drop Troopers and the Harakoni Warhawks, rely on aerial deployment and are experts in vertical envelopment. Others, such as the Tallarn Desert Raiders train their men to fight best in certain climates, and adapt their style of warfare around their chosen speciality. While each regiment has strengths and weaknesses, Imperial Planners often are forced to deploy regiments where they are their most ill-suited, Tallarn Desert Raiders on an ice world, Elysian Drop Troopers on an ocean world, Death Korp of Krieg in garrison duty, etc. Oftentimes Imperial planners cannot even be sure which regiments will arrive to a hotzone, as the fickle nature of the warp means one can arrive tomorrow, or a hundred years later.

Equipment[edit]

The vast majority of basic Imperial Guard guardsmen are armed with a laser rifle known as a "lasgun" or "lasrifle" which serves as their standard weapon and is the only guaranteed piece of equipment all guardsmen will possess, but even then some will go into battle without one. The Lasgun is cheap, easy to mass-produce, and reliable. While it's a powerful anti-infantry weapon (able to cleanly sever human limbs and blast holes through solid concrete) it's considered a relatively weak weapon against the many inhuman and superhuman enemies the Imperium faces, but in numbers it's capable of damaging just about anything. A lasgun's ammunition comes in the form of a power pack which on a lasgun's standard settings can provide up to 80-120 shots before needing to be recharged, but this is not an issue as the pack can easily be recharged by virtually any heat source whether it be from sunlight, solar panels or even throwing it into a campfire, though the latter most option risks damaging the pack, shortening it's lifespan. It can also be overcharged in last-ditch situations turning it into a makeshift grenade, a tactic favored by veterans, but results in the destruction of the weapon. Most lasguns also come with a bayonet lug allowing for a bayonet or other close combat weapon to be attached, useful when assaulting entrenched enemy positions. Combat knives are also standard issue, these can range from basic knives made out of plasteel to mono knives whose edge always stay at their sharpest and never dulls. For protection a guardsman will typically be outfitted in a flak vest, armour similar in principle and design to 21st-century Bulletproof vests, but made from more advanced and durable materials. While the flak vest is seen as a very basic form of combat armour, it is extremely easy to mass-produce and requires little knowledge to repair. Many guardsmen (usually veterans) may also be found carrying an additional sidearm as a backup weapon, usually laspistols (like the Death Korps of Krieg) or autopistols (such as Cadians). Guardsmen can also be issued with a small pack of 2-4 grenades, typically fragmentation, krak, Smoke, and/or photon flash grenades. Although even more specialised or exotic types of grenades can be issued in rare instances, they are normally handed over to more elite soldiers such as scions or specialists such as breachers (Guardsmen specially trained in demolition tactics) instead of the standard rank-and-file guardsman. Scions have access to superior wargear and are specially trained to be able to undertake a variety of advanced missions. They are outfitted in carapace armour which offers superior protection compared to a flak vest, but at the cost of reduced movement speed. However most, if not all scions are given minor genetic enhancements which allows them to bear the extra weight without any problems, nullifying the drawback. They are also armed with a more advanced and powerful version of the lasgun known as a hotshot lasgun and/or hellgun which is much favoured for its superior armour-penetration ability, able to pierce even the mighty power armour of the superhuman Space Marines. Scions are also privileged to request more exotic equipment to be able to fulfill certain missions or to defeat certain targets. The Imperial Guard also makes wide use of autoguns, an improved version of modern assault rifles, bolter-type weapons (heavy bolters in particular), directed-energy weapons, grenade launchers, flamethrowers, a huge arsenal of ordnance weapons such as artillery and tank cannons, and various close combat weapons such as chain and power weapons.

The Imperial Guard can also field a wide range of vehicles, from the amphibious Chimera IFV to the awe-inspiring and terror-inducing Baneblade tank, most of which are usually maintained by members of the Adeptus Mechanicus assigned to their subsequent regiments. Usually not as sophisticated as the vehicles used by Space Marines but effective in their own right, they can be as numerous as the infantry themselves and are shown to be as reliable. Two examples of this would be the mobile artillery piece known as the basilisk, which is known to field both anti-armour and incendiary rounds, not to mention the devastating Earthshaker round. The second example is the Leman Russ main battle tank, a highly versatile armoured unit that has multiple variants that have different main cannons for a variety of situations, from the versatile battle cannon to the deadly, but temperamental plasma destroyer. While they are versatile, it is well known that other forces such as the Orks and the forces of Chaos claim these units for themselves and can be seen fighting against the Imperium. Some units, such as the Baneblade, are even classified by the Imperial Guard as essential for their campaigns due to their incredible prowess in battle, the vehicle in question being a super-heavy tank akin to a mobile fortress 3-4 stories high. When these vehicles are about to fall into enemy hands, Imperial commanders usually scuttle or rescue them at the expense of many of their men. After all, if there is one resource in the Imperium that can be considered "infinite" it's manpower.

Gameplay[edit]

History of the Imperial Guard as an army[edit]

The codex for the game's 2nd edition.
The first Imperial Guard codex for Warhammer 40,000 3rd edition.

The first edition of Warhammer 40,000 included rules for a force known as the "Army". Later their name was changed to "Imperial Guard" and then as of 7th edition "Astra Militarum". The Imperial Guard make up the backbone of the Imperium's armed forces.

The Imperial Guard was initially bound by a series of rules, published in the Warhammer 40,000 Compendium, relating to its command structure. Squads of units formed platoons under a command squad. Units that were separated from the command squad were more limited in action. The initial Imperial Guard army could include, besides the basic squads, Rough Riders (a form of Cavalry), penal units, human bombs, abhumans and robots. Several vehicles were available, including; motorcycles with an optional side-car, Jet cycles (a form of jet propelled motorbike), grav attack vehicles (armoured fighting vehicles utilising anti gravity for propulsion) and Sentinels (a two-legged walker, similar to an AT-ST),.[4]

The first incarnation of the Imperial Guard as a fully supported army was in 1995, with the release of the Codex: Imperial Guard sourcebook for the second edition of Warhammer 40,000. This was the first time that the army itself had specific army rules collected in their own sourcebook.[5] With the release of the third edition of the game, almost all the Warhammer 40,000 armies eventually had new codices compatible with the new edition. In line with this, Codex: Imperial Guard was released in 1999,[6] followed by Codex: Catachans in 2001. This was a smaller sourcebook (or mini-dex/mini-codex) that was meant to be used in conjunction with the "parent" Codex: Imperial Guard. The mini-dex itself provided even more specific rules for fielding one of the more popular Imperial Guard sub-armies, the Catachan Jungle Fighters, for which plastic models were available.[7] In 2003, Games Workshop conducted the Eye of Terror worldwide campaign and released a corresponding sourcebook, Codex: Eye of Terror. This campaign sourcebook contained various rules, including a specific army list for another one of the Imperial Guard's notable sub-armies, the Cadian Shock Troops.[8] Soon after the campaign ended, the changes in the Cadian Shock Troops army list were integrated into the Imperial Guard rules, and Games Workshop released a second, revamped version of Codex: Imperial Guard.[1]

In the actual in-universe background, the predecessors to the Imperial Guard was the Imperial Army alongside innumerable Imperial Cults and Militias present throughout the Great Crusade, but also more elite forces, such as the Solar Auxilia. However, after the Horus Heresy, the Imperial Army was split into the Imperial Guard and Navy to prevent either force from either having the ability to their gain quick access to transportation or field occupational troops quickly if any of their divisional units turned traitor.

Overview[edit]

Please note that this text was written during the 7th edition of the game and is therefore out of date, as a 9th edition codex has now been released

Individual guardsmen are weak and have low point-costs of 5, for comparison A Space Marine costs 14, thus Imperial Guard armies are usually rather large (a full guard platoon can boast up to 138 models, not counting independent characters, per troops choice. When adding dedicated transports, this number rises to 144 the total point cost of such a listing could be up to a 1,000 points and hundreds of dollars). In addition, they have access to various vehicles, such as the Leman Russ main battle tank, Basilisk mobile artillery, Manticore rocket artillery, Chimera armoured troop transport and the Sentinel walker. Because they require so many units, an Imperial Guard army can be expensive and time-consuming to assemble and paint. In regards to their weak infantry, when they don't vastly outnumber the enemy, the guardsmen rely on their unique tanks and fire support.

In a later Codex, the Imperial Guard "doctrines" were removed, replaced by the "orders" system. Units designated by the "order" must be in a specific distance radius from either a Platoon Officer or a HQ Officer. Benefits are given if both the officer's unit and the squad receiving the order have "vox-casters" (in-universe term for "radio").

In addition to baseline humans, the Imperial Guard also contains several types of abhumans — humans evolved from radically different planetary environment over tens of thousands of years that differ markedly from the norm. The two species most commonly found are the Ogryns (the counterpart of the Warhammer Fantasy setting ogres) whose superhuman strength and incredibly tough resilience makes them excellent close combat fighters and the Ratlings (resembling halflings/hobbits) who function as expert snipers and trackers.

One of the more distinctive aspects of the Imperial Guard army is its Commissars. They are represented as akin to the ruthless, political commissars of the former Soviet Union. The Imperial Commissar, as described by many Warhammer novelists, is given complete jurisdiction to judge the actions of any trooper or officer and to act accordingly. This includes up to summary execution of units who display disobedience or cowardice (in gameplay, this is an often useful function that boosts the morale of wavering units and prevents possessed psykers from harming their comrades) This is useful for the Imperium who must keep an ever-watchful eye in case their subjects turn to chaos. Understandably, they are much hated by the guardsmen they serve with. Many novels hint that a good portion of the Commissars slain in battle are "accidentally" hit by friendly fire; the 4th-Edition Codex for the notoriously anti-authoritarian Catachan regiments of the Imperial Guard includes the "Oops, Sorry Sir" rule that gives Commissar models included in a Catachan army a 1-in-6 chance of having been killed – or more appropriately, fragged – before the game begins. The Death Korps of Krieg are famous for killing Commissars/CO's should ever they commit cowardice themselves and attempt to flee. There are also hints that most if not all Commissars primarily inspire troops by heroic or suicidal example, hoping to emulate figures like the "heroic" Commissar Ciaphas Cain or Colonel-Commissar Ibram Gaunt.

Another unique aspect of the Imperial Guard is that the models for the regiments of different worlds are physically distinct, rather than the same models with different paint schemes like the other armies (save the Space Marines where the Blood Angels, Dark Angels, Space Wolves, and Grey Knights Chapters all have models specific to them which other Chapters may not field and as such are considered separate armies). For example, the models for the Cadian Shock Troops resemble the soldiers of the Mobile Infantry as seen in the movie Starship Troopers and the Catachan Jungle Fighters appear in the stripped down uniforms as worn by American and Australian soldiers during the Vietnam War, and as seen in movies such as Rambo – a look befitting the inhabitants of a jungle world where everything is trying to kill them.

As a single platoon contains several squads, and each squad has options for taking special and heavy weapons, a single troops choice can take a staggering amount of said weapons: a fully loaded platoon may take up to 11 special weapons and 20 heavy weapons in a single troops choice, while most other armies can only take one of each. This, combined with the heavy firepower of Guard vehicles, produces an army that is primarily geared toward firepower. To offset this and create a proper balance to the game, the designers made the average Imperial Guardsman both physically weaker and less skilled with their weapons. This means that should an enemy withstand the blistering hail of weapons fire and close the distance to assault the Guardsman in melee, the Guardsmen will more than likely be torn apart.

Some of the major strengths of the Imperial Guard army are their vehicles. From the fragile, but mobile Scout Sentinel to the devastatingly destructive Leman Russ Demolisher firing small nuclear weapons to the long ranged Basilisk self-propelled howitzer, the vehicles of the Imperial Guard can significantly add to their effectiveness as an army. Although individual tanks from other armies (such as the Necrons) may sport more firepower, speed, and/or armour than those of the Imperial Guard, the Guard has, overall, the most powerful and varied armoured force, with many devastatingly powerful units like the Baneblade Super heavy Tank and it's many variants, or the DeathStrike ICBM Launcher platform (armed with plasma nukes by standard) being added to the possibilities.

Video games[edit]

Squad of Imperial Guardsmen led by a Commissar in the game Warhammer 40,000: Dawn of War

The Imperial Guard make several appearances in many of the video games that occur in the Warhammer 40,000 universe.

The Imperial Guard make a guest appearance in the single player campaign of Warhammer 40,000: Dawn of War led by Colonel Carus Brom as NPCs and playable units in some missions. They have since been expanded into a playable faction in the game's expansion packs:

The Imperial Guard were part of the Imperium's force in Final Liberation: Warhammer Epic 40,000, the other two parts consisting of the Space Marines and the Adeptus Mechanicus Titan legions.[9]

The Imperial Guard also make appearances as opposition in the Warhammer 40,000: Fire Warrior first-person shooter. Among the possible opponents, there are guardsman equipped with lasguns, autogun-wielding stormtroopers, officers with chainswords and a Valkyrie Gunship as a boss.[10]

The Imperial Guard has also made an appearance in the computer game Warhammer 40,000: Rites of War, usually used alongside Space Marine forces (much like in the Final Liberation).

Much like in the original Dawn of War the Imperial Guard (more specifically stormtroopers and regular guardsmen squads) make a supporting appearance as NPCs in Warhammer 40,000: Dawn of War II during several campaign battles, including the ending mission against the Tyranids. They also appeared in its expansion, Chaos Rising, with some guardsmen becoming traitorous and pledging their loyalties to Chaos in the early missions on Aurelia.

In Warhammer 40,000: Dawn of War II – Retribution, the Imperial Guard have become a fully playable race and are most dangerous when they field a large number of tanks or a huge horde of infantry.

In Warhammer 40,000: Space Marine, the Cadian 203rd regiment (so battered up it is under the command of a second lieutenant) is trying to survive on Graia, an adeptus mechanicus forgeworld, as the player's Ultramarines squad drops in. Guardsmen serve as NPCs throughout the game, and both the Guard and the player provide mutual support in terms of combat, navigation and air transport.

Bibliography[edit]

  • Chambers, Andy; Haines, Pete; Hoare, Andy (2003). Warhammer 40,000 Codex: Imperial Guard (3rd ed.). Nottingham: Games Workshop. ISBN .
  • Johnson, Jervis (2001). Warhammer 40,000 Codex: Catachans. Nottingham: Games Workshop. ISBN .
  • Priestley, Rick; Ansell, Bryan; Stillman, Nigel; Davis, Graeme; Knifton, Pete; Weeds, Ivan; Brunton, Mike; Warwick, Andy; Norton, Derrick (1989). Warhammer 40,000 Compendium (1st ed.). Nottingham: Games Workshop. ISBN .
  • Imperial Guard Homepage from the UK Games Workshop website. URL accessed on 9 January 2006.
  • Haines, Pete. "Chapter Approved – Rolling Thunder: Armoured Companies Army List". Games Workshop. Archived from the original(PDF) on 2007-08-29. Retrieved 2007-08-12.

References[edit]

  1. ^ abChambers, Andy; Haines, Pete; Hoare, Andy (2003). Codex: Imperial Guard (2nd release) (3rd ed.). Nottingham: Games Workshop. ISBN .
  2. ^Priestley, Rick (1998). Warhammer 40,000 (3rd ed.). Nottingham: Games Workshop. ISBN .
  3. ^Codex Astra Militarum 8th edition. Nottingham. 2017. p. 9.
  4. ^Priestley, Rick; et al. (1989). Warhammer 40,000 Compendium (1st ed.). Nottingham: Games Workshop. ISBN .
  5. ^Priestley, Rick (1995). Codex: Imperial Guard (2nd ed.). Nottingham: Games Workshop. ISBN .
  6. ^Johnson, Jervis; Gavin Thorpe (1999). Codex: Imperial Guard (3rd ed.). Nottingham: Games Workshop. ISBN .
  7. ^Johnson, Jervis (2001). Codex: Catachans (3rd ed.). Nottingham: Games Workshop. ISBN .
  8. ^Chambers, Andy; Hoare, Andy; Kelly, Phil (2003). Codex: Eye of Terror (3rd ed.). Nottingham: Games Workshop. ISBN .
  9. ^Holistic Design, Inc. (1997-11-30). Final Liberation: Warhammer Epic 40,000 (Windows/DOS) (1.0 ed.). Strategic Simulations, Inc.
  10. ^THQ (September 2003). Warhammer 40,000: Fire Warrior (Microsoft Windows/PlayStation 2). KUJI.
Sours: https://en.wikipedia.org/wiki/Imperial_Guard_(Warhammer_40,000)

The hall should be equipped with a toilet and shower, in the middle there is a couch for procedures. Athletes who have received an enema sit on chairs or benches on the other side of the hall and wait for. A specified time, after which they go to the toilet.

40k guardsman warhammer

When she came to him a second time, she was so excited that she wanted a lot, tenderly, she finished a lot, it was so good she. Wanted it not to end. Fucked her first in the pussy and mouth as deep as possible. And when he entered the ass, she did not understand, she just finished very brightly. She wanted two but her husband was already asleep.

Astra Militarum // Imperial Guard - Warhammer 40,000

Grip it lower. It will be better if you take it by the hips. Now hold on!" speed. I was blissful. Partly the reason for this was the strong breeze, but this is only partly.

Similar news:

And, oddly enough, after my help, my wife is very happy with us always very stormy sex. Now with Nadia it looks like now she will not have violent sex now a pregnant woman, these are my neighbors. Kolya and I have known each other. For a long time, we went to the army together, and after the army we decided to go to college.



1147 1148 1149 1150 1151