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Table of Contents

Chapter 1: Astra Militarum Scintillan Fusiliers 49


Table of Contents
War Without End 2 Tallarn Desert Raiders 51
Blood Soaked Stars 5 Tanith First and Only 53
Worlds at War 8 Valhallan Ice Warriors 55
Chain of Command 12 Vostroyan Firstborn 57
Mobilisation for War 15 Chapter 4: Militarum Equipment 59
Auxiliaries and Support Forces 17 New Weapon Qualities 59
Anatomy of a Regiment 20 New Ranged Weapons 59
Chapter 2: New Homeworlds 23 Weapon Customization 60
Ogryn 24 Gear and Tools 62
Ratling 25 Chapter 5: Alternate Ranks 64
Squat 26 Brawler 66
New Elite Advance Packages 27 Breacher 68
Chapter 3: Regimental Backgrounds 28 Commissar 70
Armageddon Steel Legion 28 Commissar-Captain 72
Attilan Rough Riders 31 Commissar-General 73
Brontian Longknife 33 First Sergeant 74
Cadian Shock Trooper 35 Junior Commissar 75
Catachan Jungle Fighter 37 Medic 77
Death Korps of Krieg 39 Operator 79
Elysian Drop Trooper 41 Scout 81
Last Chancers 43 Sergeant Major 83
Maccabian Janissaries 45 Sergeant 84
Mordian Iron Guard 47 Sharpshooter 86
A Note From the Author 88

Author’s Note: Sources are noted at the beginning of


each chapter, or individually at the top of a section.

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Chapter 1: Astra Militarum
Source Disclaimer: Lore in this section is taken light was waning, poised on the edge of the

Astra Militarum
from the Only War Core Rulebook abyss and the eternal darkness of the void.
Never in its existence has the
War Without End Imperium known peace. From the dark
War is the fire upon which the days of its inception, when entire sectors of
Imperium of Man burns and the madness space made war upon each other, to its
from which it was born. On a million, grim and dark present, the Imperium has
million worlds across thousands of light always been aflame with conflict. While
years of space, man fights endlessly for his individual worlds and systems may often
survival against aliens, heretics, and know times of relative safety and stability,
Daemons so that humanity may continue to this is only at the cost of thousands more
exist. From the blood-drenched mud of teetering on the brink of oblivion, their
frontier worlds to the cold depths of space, populations sacrificed to preserve the
humans are at constant war with the greater domain of mankind and the rule of
galaxy, fighting threats from without, from the God-Emperor. With such danger and so
within, and from beyond. Numbering many terrible foes besetting mankind, only
untold billions upon billions of souls, the the most brutal and disciplined of empires
Imperium of Man sprawls across the stars could hope to survive. The God-Emperor
under the watchful eye of its God-Emperor, sits at the apex of such a realm, His
its worlds unstable and its glory days long teeming hordes of servants and His vast
gone. It has sunken into a long twilight armies enforcing His will upon the
from which it may never emerge. Powerful inhabitants of the Imperium, ensuring their
alien empires strike at the Imperium from obedience and their loyalty. This is what
all sides, those that would claim the galaxy holds the Imperium together and keeps it
as their own, or are merely bent on
mankind’s annihilation. Man has no place
in his realm for such races, and to be alien
is to be counted as an enemy of humanity
and another foe to be destroyed. Within the
Imperium, man turns upon man and
thousands of civil wars rage constantly, as
the armies of the God-Emperor work
endlessly to stamp out sedition and heresy
from within its own worlds. Yet still men
and women turn against the Imperium,
either through discontentment and
rebellion against oppressive overlords or
because they have been tainted with
impure ideas and vile alien philosophies.
Beyond the Imperium lurks the
Warp, the otherworldly realm of madness
and Chaos that ships must use to cross the
vast distances of space and which psykers
use to draw power for their unholy gifts.
From this eldritch realm, monsters and
Daemons emerge, forcing themselves
through rents in the fabric of reality to
bring ruin and death to the living
inhabitants of whole worlds. Only through
endless conflict, brutal struggle, and the
lives of countless soldiers does the
Imperium of Man endure at all. It is the
blood price for an empire which is ten
millennia old, created at a time when man’s
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alive when an open mind and a weaker the cause or even humanity itself, they
soul would invite utter destruction from fight simply because they like to, or they
enemies which live only to feast on the fight because they have no choice and
bones of men. Only its size and ancient killing the enemies of man means another
power prevent the Imperium’s complete day of life for them. Whatever their
destruction; that it may lose a hundred origins, whatever their reasons or training,
systems or a world of a billion faithful they are the thin line which protects the
citizens and continue to fight on. Even so, Imperium from complete and utter
it is slowly dying—the God-Emperor’s destruction; they are the Imperial Guard.
armies clinging desperately to what is left, It is the duty of every world in the
as systems crumble from around its edges Imperium to provide men and women for
and the slow rot of sedition and heresy eat the Imperial Guard, in essence recruiting
away at it from inside. Though it may be the armies which protect not just their own
ten thousand more years before its death, planet but the vast galactic empire to which
the Imperium is in decline and every battle they belong. To be a member of the
its armies win, every enemy it vanquishes Imperial Guard is to be plucked from your
or wipes from existence is but a single home world, often barely into adulthood,
sandbag placed in front of a rising flood of and thrust into a life of harsh discipline,
death and decay. endless drilling, and constant mobilisation
Those that live in such times live for war. “Lucky” Guardsmen may have the
with the knowledge that the galaxy is a chance to fight on their own worlds or in
dangerous and unwelcoming place. They their own star systems if they are in a state
look up to the stars and see only the of war; likely raised with the spectre of
darkness between them which hides destruction hanging over their heads from
hungry alien raiders and warp-spawned birth and the knowledge that soon it would
monsters eager for the souls of men. For be their turn to march off to fight like their
most, this means keeping their eyes fixed fathers and brothers before them. More
firmly on the dirt beneath their feet and often, a Guardsman will leave his world
going about their lives not daring to think behind, never to set eyes upon it again, and
about anything beyond their devotion to make the terrifying journey across the void
the God-Emperor and the endless toil of to a far off battlefield where he will fight in
their lives, content in the belief that prayer the name of the God-Emperor. The
and hard work will keep them safe. For Imperial Guard is a vast bureaucratic and
some, though, the defence of the Imperium logistical machine with Guardsmen
becomes their personal duty. Either endlessly being raised on practically every
through choice or chance, these men and world within the Imperium and funnelled
women are inducted into the God- into warzones, some near, some far, on a
Emperor’s armies, trained to fight and sent scale which can barely be comprehended
off to far-flung stars and systems to hold by the human mind. It is an undeniable
the line against the coming night. Though truth that an individual in the Imperial
they come from a million different worlds, Guard is but a grain of sand on a blood-
each with its own unique superstitions, oaked beach and when he inevitably dies,
beliefs, and cultures, they are united alongside thousands of his brothers in arms
against the enemies of mankind by the on a nameless battlefield, he will not be
God-Emperor; a devotion to a far off missed. Though in his death, the Imperium
monarch who they will never meet and a will continue to exist, even if just for a few
duty to an Imperium of which only a tiny seconds more, making his sacrifice
fraction they will ever see. Still though necessary in the minds of his commanders
they fight; they fight for the honour of their and glorious in the eyes of the God-
world, they fight for their sense of duty to Emperor.

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Blood Soaked Stars of men did not so easily turn to destruction,

Astra Militarum
“Nothing of any worth was ever won the Imperium would not be so wracked
without paying a price in blood.” with war and conflict; or perhaps after ten
–Commander Tyras Cor, Scintillan 73rd thousand years, it is just the Imperium’s
Light Infantry time to slip away into the abyss.
Against this backdrop of carnage
It is the 41st Millennium and the and chaos, it is the role of the Imperial
galaxy teeters on the brink of annihilation. Guard to protect and defend the Imperium.
Humanity has spread out across the stars Even in its faded glory, the Imperium still
and, for thousands of years, settled worlds covers the majority of the galaxy,
and spread their domain deep within the comprising millions of worlds and
void. Ages of Man have passed since the countless billions of humans. Its ponderous
first colony ships left ancient Terra and the size is both the source of its greatest
fortunes of mankind have waxed and strength and its greatest weakness: its size
waned as an uncaring galaxy and hostile means it can suffer the loss of worlds and
alien races have fought against him. Ten lives with little immediate effect on the
thousand years ago, after a time of greater Imperium, but it also makes it
unequalled darkness and ruin, the God- extremely difficult to defend. The logistics
mperor arose and united mankind once of an army which must cover the entire
more. In a grand crusade that lasted many galaxy and protect an empire without
years, His armies gathered together the distinct borders against dozens of foes at
scattered tribes of men and created what once is barely comprehensible to the mind
was to become the Imperium of Man. of man. Even the Administratum, the
Tragically, before he could finish His great Imperium’s vast bureaucratic network
work, he was betrayed by His most faithful tasked with recording and keeping a tally
servant, Horus, and thrust into a civil war of the armies of the God-Emperor, has no
that almost destroyed everything he had real idea of the exact numbers of men and
worked to achieve. In a battle against women serving in the Imperial Guard at
Horus, the Emperor was mortally wounded any one time. Nearly every world within
and is now interred in the Golden Throne; the Imperium maintains its own standing
where ancient technologies keep him alive planetary defence forces, though against a
to this day. However, despite His wounds, determined invasion or uprising, these
His armies had triumphed against the limited forces often prove inadequate. It
betrayers and His dream of unification and then falls to nearby regiments of the
dominance endured. Across thousands of Imperial Guard, made up of soldiers raised
light years, the Imperium maintains a from dozens of worlds, either near or far, to
tenuous hold over millions of worlds and respond. Finding such regiments and then
counts every domain of men as its own, moving them to a warzone can take many
whether they bow to the God-Emperor on months or even years to execute, and
far away Terra or not. Vast armies of men regiments may arrive in a warzone to
and warships struggle every day to keep discover the world they were sent to rescue
the God-Emperor’s realm alive and keep has long since fallen to its foes. As a result,
the myriad of mankind’s foes at bay. the regiments of the Imperial Guard are
However, ten thousand years is a very long constantly fighting or in transit to
time, and as the centuries have slipped by, warzones, its soldiers either huddled in
the Imperium’s borders have continued to trenches and foxholes on battle scarred
crumble—many of its worlds have broken planets or awaiting their fates in the holds
away or been destroyed, and potent alien of transport ships as they plunge through
empires have begun to gnaw away at its the Warp. It is the only way the Imperial
insides. Perhaps if the God-Emperor had Guard can exist; always mobilized for war,
had more time to finish His great work in always ready for action.
uniting the galaxy, or perhaps if the nature

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Arrayed against the Imperium and their way up from the dirt of their world to
its Imperial Guard are foes beyond crawl among the stars. The motives of the
counting. Long ago, mankind realised there Eldar are often difficult for mankind to
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was to be no solace for him among the discern and, unlike the more numerous or
stars and no peace with those that shared brutish of the Imperium’s foes, the Eldar
his galaxy. All alien life is considered use subtlety and subversion to win their
hostile to humanity and every race, no wars as much as open conflict. When the
matter how vast or simple, is viewed as a Eldar choose to strike, they do so with
threat to the stability and continued purpose and often using surprise, moving
dominance of the Imperium. In many swiftly to achieve their goals before
cases, alien empires are restricted to a few disappearing as quickly as they arrived.
worlds or a system and easily contained or More than one Imperial Guard regiment
exterminated by mankind, little threat to its has suffered such a fate, ambushed from
vast armies and potent warships. Some the shadows and cut down before they
races of xenos are more troublesome and knew they were at war with these
cannot so easily be swept aside or smashed treacherous aliens.
by the blunt might of the God-Emperor’s Tyranids are terrifying, monstrous
armies. Several of these races have a aliens from beyond the edge of the galaxy
prominent place among the enemies of itself, intent on consuming all life to feed
man; the bloodthirsty Orks, the enigmatic their vast bio-fleets and hive ships. As the
and aloof Eldar, the utterly alien Tyranids, endless advances of the Tyranids pour into
and the technologically advanced Tau, all the galaxy from the eastern fringe, the
of which make up the Imperial Guard’s Imperial Guard must form a break wall
principle foes. against the alien tide. Like two great
Orks are everywhere: brutish, hammers smashing into each other, the
green-skinned aliens with tribes on a Tyranids and their swarms of alien horrors
million worlds and a collective galactic and bizarre monstrosities slam into the
population which may approach (or even massed ranks of the Imperial Guard and its
exceed) that of humanity itself. Muscle- millions of men. The result is a horrific and
Bound and always thirsting for violence, bloody war of attrition, in which every
Orks live only for war. Whether it is Guardsman slaughtered screaming to feed
against the Imperium, other xenos, or other the hive mind makes the Tyranids stronger
Orks, they simply do not care. This fact and the Imperium weaker. Yet there is no
alone keeps the Orks from overwhelming choice for the Imperial Guard, lest the
the Imperium, as despite their ferocity and Tyranids overrun their defences and plunge
crude but effective technology, it is rare for even deeper into the Imperium; and so
them to unite, preferring instead to fight more and more regiments are fed into the
among themselves in endless wars for alien meat-grinder.
dominance. When they do gather into a The Tau are a young and idealistic
single-minded battle force, it is a terrible race of blue-skinned humanoids, with only
thing to behold and whole systems are a small empire under their control but with
often consumed in flame and death. command of advanced and innovative
Known as a Waaagh!, these alien invasions technology. Against the Imperium’s
have been known to wipe out whole history, which is measured in millennia,
regiments in their advance, men and the Tau are only recently risen to power,
women fed to the beast to slow or stop its their race but a few thousand years
assault. Such is the duty of the Imperial removed from their primitive ancestors.
Guard. Yet they have made an impact on their
The Eldar are an ancient race, once region of space, spreading rapidly and
masters of the galaxy before man and now forging alliances with numerous minor
fallen into decay and decline. Cunning and alien races to create a potent empire which
technologically advanced, these willowy presses in against Imperial borders. As
aliens regard humanity as base upstarts, dangerous as their advanced weapons and
little more than animals which have clawed void ships are, their philosophies of unity

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and collective endeavour with other races shadowy gods always looking for a way to
are even more so. Centred upon a belief in break free of their otherworldly realm and

Astra Militarum
the “Greater Good” and a common goal of wreak madness and chaos upon the world.
balance and equality, many humans have Such was the terrible fate of Horus so long
been seduced by these alien lies. As the ago when he turned upon the Emperor and,
Tau empire continues to encroach on since that time, countless others have been
Imperium space, they have placed an twisted by the daemons and the Dark Gods
increasing drain on the Imperium’s already of Chaos. For the Imperial Guard, to fight
dwindling resources and become an such foes is perhaps the most perilous kind
increasing threat. of war, a war in which even the victors can
Xenos are not the only foes the find defeat if they themselves have become
Imperial Guard must hold back to preserve tainted while facing their foes. Many times
the blessed Imperium of Man and defend this has been the fate of regiments;
its most holy God-Emperor. Of equal winning great victories against the powers
danger to the Orks, Eldar, Tyranids, and of the Warp and their thralls, only to be put
Tau are the human renegades, traitors and to death themselves for fear that they have
heretics which turn away from the now been tainted and if left alive would
Imperium and seek to subvert it with their themselves turn against the Imperium they
treachery. In its most simple form, this can once swore to protect.
mean worlds led astray by seditious Together, the enemies of the
planetary governors, choosing to break Imperial Guard and the efforts of the
away from the Imperium and claim Imperium to oppose them create a vast
independence. With so many worlds and galactic conflict, which has raged since the
such vast distances between them, a planet day the Emperor took His place at the head
and its people may forget the Imperium of humanity and the Imperium was created.
exists or come to believe its reach cannot Beset on all fronts across countless worlds,
touch them so far are they from ancient Guardsmen fight valiantly, courageously,
Terra and the God- Emperor. These are and desperately to hold back the night,
false beliefs, of course, and in time the keep the Imperium alive, and maintain
Imperium’s wrath will fall on any human humanity’s place among the stars. To serve
world which rejects the mastery of the in their ranks is to be entrusted with a
God-Emperor and chooses to either refuse sacred duty to all mankind, and be one of
to pay its tithes or proclaim itself those who will spill their blood and spend
independent. Thus the Imperial Guard is their lives so billions may sleep soundly in
often tasked with dealing with such rebels, their beds, knowing the armies of the God-
crushing all resistance and destroying the Emperor are watching over them. Every
leadership which brought them to such a Guardsman knows this duty and accepts it
place, leaving behind a battered and war as his or her lot. From the day they take
ravaged world with a heavy debt to be their oaths to the God-Emperor to the day
repaid to the Administratum and the threat they fall in battle, they are part of
of complete annihilation should they mankind’s unending war, and whether they
transgress again. face their fate with a steely resolve and
Not all rebels are treated with such grim determination or a weak heart and
leniency as those which merely try to cowardly spirit, their deaths will serve the
secede. Sometimes humans will be Imperium one way or another. This is the
seduced by the promises of alien empires fate of all Guardsmen, to give their lives in
or, worse still, the dark powers of the battle, to sell their existence in the
Warp. No mercy can be shown to such Emperor’s name so that His glory may
traitors and the reward for those which continue and His light will shine on across
have given over to such vile masters can the darkness of the void. It remains in the
only be death. The influence of the Warp hands of each individual Guardsman how
especially is of great peril to the Imperium that life is used and whether he dies with
and humanity, its malign entities and duty and honour, or he simply dies.

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Guardsmen have been laying down sector has been identified, the High Lords
their lives to protect the Imperium for will sanction a crusade to claim it,
thousands of years in millions of conflicts sometimes raising regiments from
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across the galaxy. Some of these conflicts bordering worlds for the sole purpose of
have been famous and word of their heroic the endeavour. Crusades are massive
struggles have reached the ears of worlds undertakings comprising huge numbers of
hundreds of light years away and lived on Imperial Guard regiments supported by
long after the guns have fallen silent and Imperial Naval vessels, all manner of
the battlefields grown cold—conflicts like auxiliary support divisions, and even Space
the Sabbat Worlds Crusade to cleanse an Marine Chapters. A crusade can last for
entire sector from the clutches of heretics years, decades, or even centuries.
and Chaos worshipers, which lasted Most of the Imperium has been
decades and consumed whole regiments in forged from such crusades, new and old
its many bloody battles. Just as important regions of space carved out from the dark
as these major conflicts are the thousands by the blood and courage of the armies of
of others which go unrecorded and the Imperial Guard and their allies, and
unremembered; desperate combats on clawed back from the vile grip of xenos
worlds largely beneath the notice of the empires and the slow decay of the Ruinous
greater Imperium but no less vital to its Powers. Among these is counted the
survival. Every world lost to alien Calixis Sector, resting on the very edge of
ambition, treacherous rebels, or the Dark Imperial controlled space in the region
Gods is another tick on the doomsday known as the Segmentum Obscura, far
clock for the Imperium, and each loss from the light of Terra but still touched by
could be the tipping point which will bring the God-Emperor. Centuries ago a great
the Imperium crashing to its knees. hero of the Imperium known as Praetor
Golgenna Angevin led a glorious crusade
Worlds at War into what was then the Calyx Expanse, a
Since the time of the Emperor’s region of lost worlds and hostile aliens.
ascension on Terra and the Great Crusade With the armies of the Imperial Guard at
to cleanse the stars and cement Imperial his back, Angevin blazed a path through
rule across the galaxy, the armies of the the expanse of void and settled the worlds
Imperium have been pressing back its which would in time become known as the
boundaries and expanding its borders. As Calixis Sector, incorporating them into the
vital to the continued existence of Imperium and adding to the might and
humanity as protecting what has already glory of the God-Emperor. Known as the
been won is the task of winning more Angevin Crusade, for its progenitor, it
worlds in the name of the God-Emperor. lasted many long blood-soaked years and
This continuing war of expansion falls cost countless millions of lives as it threw
largely to the Imperial Guard and the itself against numerous foes of the
multitude of regiments within its ranks. Imperium such as teeming Ork empires
Periodically, the High Lords of Terra and and the Warp-worshipping Yu’Vath.
the Segmentum Lords of the Imperial
Guard will set their sights upon a new The Calixis Sector and the Spinward Front
sector of space or a lawless boundary Most deployment takes place
within the Imperium, either one which has largely in an area known as the Spinward
fallen under the influence of xenos or Front, which rests on the edges of the
Chaos and been cut off, or one which has Calixis Sector adjoining one of its regions
recently been revealed by shifting warp known as the Periphery. Because the
storms. Often littered with lost human Spinward Front is so close to the Calixis
worlds, remnants of mankind’s first great Sector, it is heavily influenced by that
drive toward the stars so many millennia sector of space and by its politics and its
ago, these regions are rich with resources commanders. Many of the regiments raised
and civilisations for the Imperium to to fight in the wars of the Spinward Front
absorb and add to its strength. Once such a come from the worlds of the Calixis
Sector, and its fate is closely linked
8
to the interests of powerful organisations Calixis Sector by vast distance and many
like the Adeptus Ministorum and Adeptus barren systems, its fate is no less vital to

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Mechanicus and their own stakes in the the Sector Lord than that of his own
sector. The Holy Ordos of the Inquisition planets and peoples. Should the Spinward
also have a major interest in the sector and Front fall, be it to the brutal expansion of
its denizens—the Calixis Sector and its the Orks or the subterfuge of its traitorous
environs are rife with plots and intrigues, planetary lords and nobles, it would press
many of which lead directly back to the in upon the Periphery and threaten the
feet of the Ordos and their agents. It is no edges of the Calixis Sector. This is the
surprise then, given the level of distrust nature of the Imperium, that no one part
and the looming shadow of Warpspawned can stand completely on its own forever,
powers and hungry alien raiders, that the and the rot of a neighbour can easily spread
Imperial Guard is vital to the survival of without quick and aggressive intervention.
the sector. With this shadow upon his mind, Lord Hax
Centred upon the hive world of sends regiments of Imperial Guardsmen
Scintilla, the Calixis Sector has long been a into the Spinward Front, throwing these
very dangerous place. Due to its position men and women against the endless tides
on the very edge of the Imperium, next to of howling Greenskin warriors or to face
the lawless and wild Halo Stars, the region their own in wars of futile and hopeless
of void where systems and stars give way rebellion. Other aliens also circle the
to the empty inky black of nothing between fighting—Eldar raiders, Stryxis
galaxies, it has struggled for survival at opportunists, and darker, shrouded forces
every step of its existence. It is a testament all exploiting the chaos of war and the
to the stoic strength of the Imperium and weakness of worlds fallen from the
the endless efforts of the Imperial Guard Imperium’s favour. The Imperial Guard
that the sector exists at all, so far from the alone stands against this carnage and ruin,
light of Terra and the bulk of the God- enacting the will of the God-Emperor and
mperor’s resources and might. Sector Lord the lords of the Calixis Sector in a struggle
Hax, the commander and Imperial for the very survival of the Spinward Front,
authority of the Calixis Sector, has a its worlds, and its people.
monumental task on his shoulders—he
must contend with squabbling nobles,
seditious planetary governors, Ork, Eldar,
and human raiders, as well as the ever
present shadow of heretics and rebels and
the Inquisition which hunts them. In
addition to these internal and external
threats to his own sector, the Lord of
Calixis must keep keen eyes turned
outward to neighbouring sectors and
regions, lest the fires of war and rebellion
spill over into his own domain or the slow
rot of sedition and heresy infect his far
flung planets. The Spinward Front is such a
place, a fire burning close to the breast of
the Calixis Sector, dangerously out of
control and spreading unchecked from
system to system.
The Spinward Front is a warzone, a
region of Imperial space where order has
collapsed under the weight of alien
aggression and human treachery, and only
heavy application of force can hope to
contain it. Though removed from the

9
Hammer of the Emperor Given the ponderous size of the
“Men, we are the first, last, and often only Imperial Guard and the nature of its
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line of defence the Imperium has against perpetual state of war, it is constantly
what is out there. You and that fine piece of straining under the weight of logistical
Imperial weaponry you hold in your hands problems. Even for relatively close
is all that is keeping humanity alive. Most engagements, where a cluster of worlds are
of you will probably not live to see your threatened and the Imperial Guard has
second year in the Imperial Guard and regiments on hand to respond to the threat,
most of you will probably never see your moving the millions of men and the
home worlds again, but I can guarantee materiel needed to wage war from one
you that when you do fall, with a prayer to world to another is a massive undertaking.
the most high and mighty God-Emperor on While the Imperial Navy provides ships for
your lips, you will have earned the right to the Imperial Guard regiments to reach their
call yourself a man!” destination, the Imperium cannot always
–Staff Sergeant Vermak, 12th Cadian provide them with everything they need or
Shock Regiment with the manpower required to complete
the often daunting task they are assigned,
Imagine an army so vast that at any such as the liberating of entire worlds
one time there is no exact record of its size, which have fallen to rebellion or alien
an army of such size that the resources of invasion. In these cases, the true ingenuity
millions of worlds must constantly feed it of the Imperial Guard comes to the fore
with fresh recruits and new weapons, and and the nature of its military make up is
an army which must defend an empire that tested as resources must be gathered from
spans the entire galaxy. This is the Imperial local worlds and systems. Because of the
Guard, the human armies of the God- vast distances within the Imperium, often
mperor and the primary military institution hundreds or thousands of light years
of the Imperium, through which it exerts separate conflicts from reinforcements, and
its power upon the stars. It is difficult to the fickle nature of Warp travel, where
comprehend the size of the Imperial Guard ships may be lost or arrive years after
and scope of its operations, as nothing in setting out, the Imperial Guard will
all of recorded human history has ever sequester whatever it can, whenever it can,
come close to replicating it, but then no to fight its wars. This means all the worlds
war has ever matched the scale of the within range of a warzone are often called
conflict which it must fight. For upon to fight, offering up additional men
generations, entire worlds have sent their and materials or whatever they can, lest
young men and women off to the stars to their own worlds suffer the fate of their
fight in the Imperial Guard, seldom, if beleaguered neighbours. It also means the
ever, seeing them again, and rarely even quality and type of Imperial Guard
hearing of their exploits, knowing only that regiments and equipment will vary hugely
they fight for the God-Emperor against the even within a single theatre of operation.
foes of all mankind. Whole planets are also Guardsmen may find themselves fighting
given over to the constant production of shoulder to shoulder with comrades
weapons and material for the Imperial bearing wildly different uniforms, whose
Guard; forge worlds endlessly pumping out officers have unfamiliar titles or who don’t
tanks and guns, while agri-worlds grow even share a common language. Despite
continent wide orchards to feed its troops. these sweeping differences, however, one
Such is the scale of the Imperial Guard that piece of gear remains almost universally
every world of the Imperium contributes to consistent across all regiments—the
it in some way or another, no matter how lasgun. Straightforward to manufacture en
remote or small, be they lonely penal masse, incredibly reliable, and easy to
worlds offering up condemned criminals, maintain, the lasgun has remained the
asteroid mining colonies tithing ore to mainstay of Imperial Guard regiments
make shells, or primitive feral worlds from all across the galaxy as they
where savage tribesmen fight for the constantly wage the Emperor’s wars across
chance to join the sky-men. the stars.
10
This is the nature of the Imperial the Imperium were instead pitted against
Guard, that it will make war for the God- each other in a bloody struggle as the

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Emperor, however it can, wherever it must. Heresy unfolded and civil war spanned the
In a galaxy of over a million inhabited galaxy.
worlds, the Imperial Guard must contend After Horus was defeated and his
with all kinds of environments and armies had taken flight, the Imperium was
battlefield conditions. It must adapt, in chaos, weakened and shattered after long
overcome, and triumph no matter the cost; years of war. Even though the need for the
with only the cold vacuum of the void at its Imperial Army was as great as ever, those
backs when its regiments land on a world, that remained were fearful of a repeat of
they know they must fight and win or die the rebellion which had cost them so
in the attempt. The great war the Imperial dearly. Thus, as the Emperor was interred
Guard fights cannot be fought in any other in the Golden Throne, held between life
way, for to give an inch or surrender a and death after His mortal battle with
sector is to invite destruction from Horus, plans were put in place to protect
mankind’s foes. Only through constant the security of the Imperium, even from
pressure, unceasing resistance, and the itself. The Space Marine Legions were
continued action of countless millions of broken up and organised into smaller
Guardsmen can the Imperium continue to Chapters, so they might never wield the
exist, its foes kept in check, and its borders terrible power they once had, while the
protected. This is the duty of the Imperial Imperial Army was split into different
Guard, which will end only when humanity institutions so that no one commander
stands as master over every world in the could muster both fleets and armies with
galaxy or the Imperium of Man lies in the ease which the traitors of the Heresy
ashes. had. Primary among these changes was the
division between the Imperial Navy and
Born in Battle the Imperial Guard, where the fleets of the
The Imperial Guard has existed for void would remain separated from the
the better part of ten thousand years, since infantry on the ground. In addition, the
the time of the great Horus Heresy and the regiments of the Imperial Guard were
rebellion against the Emperor. During that divided, so that no single fighting force
time of civil war, the Imperium was split would incorporate armoured, infantry, and
asunder and humanity turned in upon itself specialised support elements, making it
in a bloody war which almost saw its more difficult still to turn an entire army
complete destruction. Horus, once one of traitor.
the Emperor’s most trusted sons, led fully This was the birth of the Imperial
half of the legendary Space Marine Guard as it exists today. Divided by
Legions in open revolt against the logistics and separated by worlds, it
Imperium which had created them and the remains united by a common duty to the
master which they were sworn to protect. God-Emperor and mankind. Riddled with
Alongside these legions of genetically inefficiency and bureaucracy, it is often
engineered warriors marched millions of slow to respond and resistant to change,
Imperial soldiers, men and women drawn but it continues to function despite the
from across the colonies of man and rules laid down by the Adeptus
gathered under the banner of the Emperor. Administratum to limit its power and use
At this time, these mortal troops were by untrustworthy commanders. That no
known simply as the Imperial Army and one man can know the extent of the
were comprised of vast fleets of warships Imperial Guard’s total strength at any time
and thousands of regiments mixing armour, is part of this protection and part of its
infantry, and support weapons all into power, as in this way it is truly an army of
single powerful formations. When Horus unlimited size and resources which can
turned, he took countless soldiers and ships meet the demands of war but which will
of the Imperial Army with him. Those men only ever answer to the God-Emperor
which had once fought for humanity during himself.
the Emperor’s Great Crusade reuniting
11
Chain of Command communication involved. Rather, while
Astra Militarum
Command and control of the the Segmentum Lords focus on major
Imperial Guard is carried out by a complex crusades and lengthy on-going conflicts
and byzantine web of advisors, officers, within their regions, it falls to sector and
and lords all working both together and even system commanders to make frontline
against each other to determine the fate of decisions about the deployment and
a regiment. Internally, an Imperial Guard mobilisation of the Imperial Guard
regiment will usually have its own cadre of regiments under their control. A Sector
officers from lowly NCOs up to its own Lord can always call for outside assistance
personal commander, all hailing from the from his Segmentum Lord should the need
same world and raised at the same time be great, or he faces a threat too large for
with direct control over those under their his own forces to handle, but the reality the
command. It is rare, though, for a regiment Imperium and much of the Imperial Guard
to fight alone and, when it is mobilised for contends with is the fact that while
war, a regiment will be one of many, reinforcements are always coming, it may
sometimes from the same world but be months or even years before they see
ofttimes from several worlds all grouped the frontlines, ferried across vast stretches
together for a single purpose. Added to this of space, and only then once the right
is the various support formations which orders have been signed and the
accompany the Imperial Guard regiments, Segmentum Lord is satisfied they are
some from other arms of the Imperial needed.
Guard, some from powerful Imperial As a result of the disparate nature
organisations like the Adeptus Mechanicus of the Imperial Guard’s command
or the Ministorum, each with a vested structure, a great deal of responsibility and
interest in the endeavour. Finally, no weight falls on Planetary Governors and
mobilisation of the Imperial Guard could Sector Lords and their local cadre of
take place without the Imperial Navy and Imperial officers. Such men can never be
its fleets. Combined, this means that for sure that their requests for aid, or their
every engagement the Imperial Guard petitions for the approval of a course of
participates in, there will be dozens of action, will be answered before it is too
potential commanders either with direct late, but they can be sure that should they
control over its regiments or the influence lose worlds or sacrifice their regiments
to change their orders or alter their pointlessly, they will be held accountable.
deployment. Fortunately for such men, while the High
In principle, the armies of the Lords of Terra and their Segmentum Lords
Imperial Guard are under the direct control have the right to intervene personally in the
of the Segmentum Lords, each controlling actions of the Imperial Guard, they seldom
the deployment and disposition of the do, only making their will known when
Imperial Guard across a vast section of the events threaten significant portions of the
galaxy and answering only to the High Imperium or are set to spiral beyond the
Lords of Terra. When a conflict arises in a control of a single world or system. In
Segmentum Lord’s domain, he must then these instances, where a sector-wide
consider its importance in the overall conflict draws the attentions of the
defence of his region and dictate the Imperial authorities, the outcome can
Imperial Guard’s response accordingly. In become unpredictable. Just as a System
practice, though, Segmentum Lords have Lord might find himself sidelined when the
little time for every single brushfire war hand of the Sector Lord intervenes, so too
plaguing their command and in many cases can whole sectors lose any pretence of
only learn of the existence of conflicts long independent control by their lords and
after they have be resolved one way or nobles should armies raised by the
another, such are the long and frail lines of Segmentum Lord arrive to “deal” with a
problem.

12
All of this amounts to a command suicide missions before they cause too
structure which is as much about the much trouble for those higher in the chain
politics of the Imperium as it is about the of command. However, in other areas of

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military command of the Imperial Guard. the Imperium, such brave, unprompted
On the ground, frontline officers can behaviour can be rewarded, the young
bemoan the lack of support and orders officer rising in command and perhaps
which demand they dig in when they know eventually ascending high enough to lead a
they should manoeuvre or which call for a crusade across the stars in the name of the
retreat when they know they should attack, Emperor.
but for their superiors, and for the lords In addition to the direct chain of
and governors above them, waging a command reaching down from the
successful war means both actually Segmentum Lords, there are numerous
fighting the enemy and being seen to be individuals and organisations which exert
fighting the enemy, which can at once be considerable influence on the officers of
the same and different things. It does not the Imperial Guard. At every level, from
simplify matters than many of the higher companies up to whole army groups, the
ranking officers of the Imperial Guard are Imperial Guard is teeming with advisors of
drawn from local nobility and are the high all kinds: from tacticians versed in the
born upper classes of the very men and secrets of the Tactica Imperialis and clerics
women who will report to them in the of the Ministorum sent to keep the faith in
chain of command. To even reach a high the God-Emperor strong, to Tech-Priests of
rank in the Imperial Guard, a commander the Adeptus Mechanicus overseeing the
must usually be a savvy political animal, use of ancient engines of war and psykers
acutely aware of the favour of his Sector of the Scholastica Psykana to aid them in
Lord and the needs of system and planetary matters of the Warp. When a high ranking
governors. Many of these men and women Imperial Guard officer walks into a
may also be shrewd tacticians and briefing room, it will usually be at the head
strategists, well-schooled in the arts of of such an entourage; dozens of advisors
waging war, though to hold onto their posts surrounding him and whispering in his ear
they must also consider their actions, the every time he must make a decision or
orders they give and receive, and how they issue an order. In some cases, these
act upon them. advisors exist at the pleasure of the
It is this political climate which is Imperial Guard, and their counsel only
the bane of independence and initiative offered when asked and even then purely at
among many officers of the Imperial the discretion of the officer. In others, such
Guard. Far from the machinations of as when dealing with such powerful
System, Sector, and Segmentum Lords, institutions as the Ministorum or Adeptus
regimental commanders must tread with Mechanicus, such advice will come
care, keeping one eye on the men under whether it is wanted or not and an officer
their command and the success of their must consider carefully whether or not to
campaigns, and one eye on their superiors act upon it, lest he draw disapproval from
and the favour their actions garner, lest powerful places.
they find themselves sent to the frontlines This advisory capacity also applies
or their regiment posted to a remote and to the relationship between the Imperial
dismal world. Some officers, often young Guard and the Imperial Navy, and Imperial
and idealistic ones, will show initiative on Guard officers will often have naval
the battlefield, taking matters into their liaisons and fleet advisors as part of their
own hands to secure victory and acting on staff. In theory, the presence of such
the intent of their orders rather than liaisons is to help co-ordinate operations
slavishly following them to the letter. between regiments on the ground and ships
Whether or not this is rewarded or in close orbit or, in the case of regiments in
punished by those above these young, transit, to ensure that they are not a threat
idealistic officers varies wildly throughout to the ship. In practice, however, the
the Imperium. In some areas, these kind of presence of such men and women can be
actions are quickly shut down, the just as political as the presence of other
offending officers getting sent off on
13
advisors. A naval liaison may act as a bureaucracy that mires the entire Imperial
strong influencing factor when naval Guard in paperwork stems directly from
presence outweighs that of the Imperial the Departmento Munitorum and its
Astra Militarum
Guard (ensuring the objectives of the fleet endless records and tallies of the Imperial
commanders are met first), or as a spy to army. When a regiment is raised, the
keep eyes on the Imperial Guard lest an Administratum records its existence and it
opportunistic officer claim glory or favour joins millions of others in the roll call of
which should rightfully belong to the armies which can be called upon to defend
Imperial Navy. the Imperium from its enemies. Thousands
upon thousands of scribes and adepts work
The God-Emperor’s Armoury endlessly within the deep and dark halls of
Keeping the Imperial Guard the Administratum to keep their records as
equipped and battle ready is a gargantuan current as possible, funnelling their lists
task, and the Imperium is endlessly back to Terra where the Departmento
outfitting newly raised regiments to feed Munitorum can store and collate them.
the fires of war. In part, the arming and Unfortunately, the vagaries of Warp travel
equipping of a regiment falls to its and the truly vast distances between the
founding world—at least initially, many of worlds of the Imperium, most of which
the possessions a Guardsman has will take years for messages to reach and more
come from his home world, or nearby years for responses to be issued back, the
worlds in close trade alliance with them. files of the Departmento Munitorum are
Uniforms, personal arms, and armour often often hopelessly out of date and at any one
bear these local seals and are of local time might contain thousands of regiments
design. Thus forge worlds and hive worlds, which no longer exist or fail to include
with their massive manufacturing thousands of others which have been newly
capabilities, can equip their regiments raised. Many regiments are raised and
more lavishly, and it is no coincidence that destroyed years before the Administratum
most mechanised Imperial Guard ever records them at all. All of this
regiments, such as the famed Steel Legion influences the Imperial Guard’s ability to
of Armageddon, where every platoon is outfit its troops and move materiel to
outfitted with armoured troop transports where it is required. In the field, especially
and fully mobile support, hail from these once beyond the immediate support of its
kinds of worlds. More rustic worlds, or founding world, a regiment must often
feral backwater planets, often have to make accept whatever aid it is issued. In minor
do with whatever they have, Guardsmen instances, this can mean a Valkyrie air
leaving their world with a battered lasgun wing supplied with crates of bayonets or an
(still stained with the blood of its previous infantry platoon which receives main tank
owner) and a tattered suit of flak armour battle cannon shells for their squad support
(which doesn’t appear to have done its weapons. In its more extreme cases,
previous owner much good either). Some armoured companies might go without fuel
regiments are crammed onto their void- or be issued the wrong kind (coal ore for
ransports, often barely comprehending they promethium burning engines) or of poor
are now travelling among the stars, still quality (such as unrefined promethium) or
wearing tribal furs and carrying spears and shipments of ammunition for entire
swords. These poor unfortunates must regiments which is unusable (solid rounds
scavenge what they can and make do with for lasguns or bolt shells for autoguns).
the castoffs of other regiments, until such This can be because the ten million
time as they win glory for themselves and autogun rounds were intended for a
can gather spoils of the battlefield. regiment which no longer exists or was
Supplementing the often meagre kit never raised in the first place, but somehow
that a Guardsman’s home world sees fit to found its way into the endless lists of the
provide him with, the Departmento Departmento Munitorum. Such is the
Munitorum, the military arm of the nature of the Imperial Guard that
Administratum, may provide additional sometimes a war is won and lost before it
resources and resupply. Much of the is even recorded or the ink of the orders
authorising its support is dry.
14
With such a vast organisation at Imperial Guard is always in motion, its
work behind the logistical support of the troops always moving from one world to

Astra Militarum
Imperial Guard, lack of current information the next, fresh regiments being raised to
is not the only peril which can influence replace diminished or destroyed ones, and
the resupply and outfitting of regiments. new wars and crusades always calling for
With so many scribes and adepts endlessly more fodder for their meat grinders.
scribbling away, it is little wonder that Overseeing the mobilisation, movement,
mistakes are made. When dealing with so and coordination of the Imperial Guard is
many billions of soldiers and materials, a the Departmento Munitorum within the
single number in the wrong place or a Administratum. The Departmento
regiment recorded on the wrong form can Munitorum’s adepts process all matters
have massive and far reaching concerning the Imperial Guard and act
consequences. For the most part, the upon the will of the Segmentum Lords and
Imperial Guard is so large that it absorbs the High Lords of Terra.
such errors: a regiment sent light-years All requests for the aid of the
from its home segmentum to fight on the Imperial Guard must travel via the
far side of the galaxy will never the less do Departmento Munitorum, just as they
its duty, while a regiment issued with only preside over the raising of regiments and
enough lasguns to arm one soldier in every the use of the men garnered from planetary
two will send them to war in pairs, until tithes for military use. Before a world can
shortages no longer exist. Sometimes, receive assistance, their request must be
though, the consequences can be more processed and considered, their need
crippling. It is possible for entire regiments weighed against the needs of other systems
to be forgotten, their existence smudged and other requests for aid. Even as vast as
away by the careless hand of an the Imperial Guard is, it is not endless, and
Administratum scribe, and left to their fate, the Departmento Munitorum must oft
unsupported, on remote worlds. However, choose between worlds under attack,
because of, rather than in spite of this, the sometimes even if it means sacrificing one
Imperial Guard is a largely resourceful and so another can be saved. Lords and officers
resilient force, able and always willing to of the Imperial Guard are not beyond
complete its orders with whatever power of the Departmento Munitorum
resources it has at its disposal. either, and their orders to mobilise troops
or deploy to a certain warzone must
Mobilisation for War usually be authorised by the Departmento,
records kept and copies made before
The Imperial Guard is responsible soldiers are released to do their duty. On
for the defence of the roughly two-thirds of the ground or in the heat of battle, a
the galaxy controlled by mankind. While commander can usually consider himself in
the mighty Chapters of the Space Marines control of events, at least to the extent that
and the Imperial Navy also play their part, he can issue orders to his men and see
it is the Imperial Guard which bears the them acted upon without unnecessary
greatest weight of combat and is often the reliance on the Departmento Munitorum,
first and last line of defence for thousands though requests for resupply and
of worlds which can expect help from no reinforcement can be tediously slow if the
other quarter. Because of this mammoth conflict has garnered a “low” priority or, as
task, there are almost as many adepts, often happens in the Imperial Guard’s
scribes, cyphermongers, tallymen, and galaxy-wide struggle, a new warzone has
scriveners as there are Guardsmen, all flared up and troops have been diverted to
keeping track of the movement, fighting deal with it.
strength, and morale of Imperial Guard
regiments. It is a never-ending task as the

15
To mitigate this latter issue, when a service. Others, especially feral or remote
war looks to require significant effort to worlds, do not have the same luxury, and
win or contain, the Departmento recruits may not even know they are to be
Astra Militarum
Munitorum authorises the raising of troops soldiers until the lasgun is pressed into
from nearby systems, mobilising and their hands and they are pushed in the
training large portions of a local population direction of the enemy.
to aid existing Imperial units. This will go Time is always a pressure on the
beyond the sequestering of forces Imperial Guard and, with the number of
protecting local worlds and, in extreme wars it must fight and the huge areas it
cases, can mean whole populaces are must defend, commanders cannot usually
conscripted to act as frontline troops. This wait years for new recruits to be trained, as
can be traumatic for some worlds, such as much as they might like to. Because of this
those yet to be touched by the presence of need and the constant demands by the
the local conflict, where men and women Departmento Munitorum for more men, a
must give up their lives to fight for large part of a Guardsman’s training will
strangers against foes they may never have often take place in transit aboard an
known existed. A governor’s press gangs Imperial Naval transport vessel. In the
arrive in settlements suddenly and take deep holds of these ships, the men will
every able-bodied adult away, leaving only endlessly drill and practise squad and unit
the very young and old to wonder where tactics, their officers and Commissars
their mothers, fathers, sisters and brothers striving desperately to get them into some
have gone. Some governors may chafe at semblance of combat readiness before they
the wholesale conscription of such large face the foe for the first time and they must
portions of their population, but they know fight for their lives. Depending on the
it is within the Departmento Munitorum’s officers overseeing training, accidents and
rights and would much rather retain their casualties can be common, men killed in
positions of power (even with diminished live fire exercises or “culled” for their
subjects) than refuse. ineptitude. The thinking often goes that a
Part of the Departmento little blood on the training ground can save
Munitorum’s remit, in addition to a lot of blood on the battlefield, and for the
supplying and supplementing the weapons loss of a few of the weaker members of a
and gear used by regiments, is ensuring company, the remainder will be stronger.
that Imperial Guard regiments receive at This is not to say though that the
least a modicum of training. Though this is Departmento Munitorum condones waste
not always possible, and many a fresh of its human resources, and many
regiment has been plunged into battle commanders prefer to round up those
never even having fired their weapons, it is soldiers which have proven incompetent or
desirable to get regiments into fighting cowardly and use them as battlefield
condition even if it only slightly extends fodder instead, where their deaths might
their life expectancy. Though there are no give true soldiers a momentary tactical
exact specifications on what constitutes a edge.
“trained” regiment, countless texts exist on Some recruits for the Imperial
the subject. The first and foremost level of Guard come to their regiments already with
training occurs when a regiment is raised a degree of combat experience. Underhive
on a world and it undergoes the gangers from the nightmare depths of
transformation from civilian rabble into overcrowded hive worlds and primitive
military personnel. How long this process feral warriors from wild and untamed
takes and exactly what skills are imparted feudal worlds are two of the most common
(and to what level of success) varies kinds. Both can make excellent Guardsmen
immensely from world to world. Some, with the right training and leadership, their
like the hive world of Scintilla at the heart natural skills for fighting and their
of the Calixis Sector, have the wealth and aggressive natures translating well onto the
power as well as the military tradition to battlefield. However, such people can be
spend months or even years turning a man difficult to integrate into a disciplinary
into a soldier and preparing him for his structure and they will often rankle at
16
being told what to do. This problem is not maintain and repair the fighting vehicles
helped by the fact that the authorities who and complex machineries of war. The

Astra Militarum
provide these men and women prefer to Imperial Guard also makes use of
send them to the Imperial Guard as whole abhumans for their unique abilities, such as
gangs or tribes, seeing this as a chance to hulking Ogryn warriors or agile and
send off a problem for someone else to diminutive Ratlings. Psykers are also part
deal with. This means the bonds of gang of the support a commander can call upon;
and tribe are brought into the regiment, and trained by the Scholastica Psykana, they
a regiment made up of many tribes or are often the only protection a regiment has
gangs from the same world may not soon against psychic attacks and their only
forget the rivalries they once had; means of sending them back against the
infighting can be all too common. Canny enemy.
commanders and experienced Commissars
have learned tricks to turn these rivalries to Faith in War
their advantage and will form companies The Ecclesiarchy has an active
comprised solely of the members of one hand in the spiritual strength of the
gang or tribe, and then exploit the Imperial Guard and, like the Commissariat,
competition between the companies to has agents among its ranks to ensure that
push them to greater feats in battle. Failing every man does his duty in the name of the
this, some commanders will simply try to God-Emperor. The degree to which the
beat the gang or tribal identity out of their Adeptus Ministorum has involvement with
recruits through constant punishment and a regiment is largely dependent on the
disciplinary measures, though this is less regiment’s degree of faith and the world
desirable as it robs the recruits of their from which it hails. Some regiments, such
fighting edge and the benefits that a life of as the Maccabian Janissaries, are deeply
conflict and brutal day-to-day survival has devout men and women, and bring many
gifted them with. priests with them when they march to war,
while others, such as the savages of Dust
Auxiliaries and Support Forces or Iocanthos, have only those brave and
bold enough among the clergy willing to
When the Imperial Guard marches act as advisors to its officers. Despite this
to war, it does so with the might of the wide variance, however, there is almost
Imperium at its back and the servants of always at least one member of the Adeptus
the Emperor supporting it. The honest Ministorum among the ranks of every
Guardsmen of a regiment might fight in the Imperial Guard Regiment as per an ancient
Imperium’s wars and face the foe across Ecclesiarchal decree.
the battlefield, but they would struggle Confessors and other independent
without the wealth of support formations Ecclesiarchy servants can also be found
behind them, supplying them with travelling with the Imperial Guard and
materials, keeping their vehicles joining it on the battlefield. These powerful
functioning, and protecting their faith and and charismatic men and women are far
their souls from the things they cannot more difficult for a commander to control
fight with their lasguns. Each of the major or, failing that, ignore. Instead, a
organisations of the Imperium has a commander must content himself with an
presence alongside the regiments of the “alliance” with the Confessor, either
Imperial Guard, just as they have a vested embracing the priest’s religious zeal or
interested in the continued existence of the trying to steer it toward his regiment’s own
Imperium and its protection. The goals. This can cause additional tension if
Ecclesiarchy, also known as the Adeptus the regiment comes from a world where
Ministorum or Church of the God- the Imperial Creed is not as strong as the
Emperor, sends priests to keep the Imperial Ministorum would like it to be, and its
Creed strong in the hearts of Imperial Guardsmen more loyal to their own
Guardsmen, while the Adeptus Mechanicus officers than the ideal of the God-Emperor.
sends Tech-Priests, masters of the ancient In these cases, the regiment itself can
and mysterious technology of mankind to become perceived as the “enemy” by the
17
Adeptus Ministorum, and it might find Servitors, and the Tech- Priests which
more and more priests joining its ranks in create and control them, can be found in
Astra Militarum
an effort to ensure it display the right level every facet of the Imperium, making up
of fanaticism. Fortunately for most huge numbers of workers on void-fairing
Imperial Guardsmen, this never becomes vessels and in highly developed planets
an issue and the presence of a fiery like hive worlds. The Imperial Guard is no
Confessor in battle is a welcome one as he different, and for every Enginseer there
cries out prayers to the God-Emperor and will be numerous servitors ambling about
personally leads men screaming into the doing his bidding, their sallow grey skin
fray. and dead eyes a faint reminder of their lost
humanity and the power of the Adeptus
Hand of the Machine God Mechanicus over mankind.
Tech-Priests minister to the
Imperial Guard’s machines of war, its vast Abhumans
array of battle tanks, support weapons, and The Imperium is both a diverse and
countless armoured personnel carriers, and dangerous place, choked with worlds mired
transport vehicles. Part of the sacred with billions of humans. Among all that
Priesthood of Mars, the Tech-Priest teeming humanity, and over the course of
Enginseers are mankind’s custodians of the many millennia since mankind first
technology, taught the ancient secrets of stepped out among the stars, it is little
machine spirits and the rites which will wonder that the human race has devolved
awaken a machine and make it do man’s and diverged numerous times into
bidding. All of the technology used by the mutation. Many hive worlds and similar
Imperial Guard is crafted from ancient developed planets have significant mutant
designs, created long ago by mankind, and populations, the twisted rejects of
understanding of the workings of this humanity warped by chemicals, radiation,
technology has been largely forgotten. or successive generations of inbreeding
Enginseers are among the few that still and genetic impurity. Condemned to a
comprehend even a fraction of these miserable existence as forced labour or
mysteries and so their presence in Imperial culled to “acceptable” levels, mutant
Guard regiments is necessary for even a populations are usually considered an
lightly mechanised force to function. When unpleasant problem by planetary governors
a machine fails in battle or a tank is in need and kept far away from the eyes and lives
of repair, it is the Tech-Priests which are of its citizens. Mutants are also often seen
summoned, chanting slow prayers to the as touched by the Warp, or somehow in
Machine God over the wreck and enacting league with the Ruinous Powers, and thus
the rites which will once again awaken it to always considered dangerous and
war. suspicious by Imperial authority, and
As befits members of one of the among the first to suffer the attentions of
most powerful organisations in the the Inquisition.
Imperium, Tech-Priests come to the Not all mutants are so scorned or
Imperial Guard well-equipped, protected oppressed by the Imperium, and some
by rare and potent suits of armour, with kinds have even reached a point of
ancient weapons and arcane devices of sanctioning and induction to the Imperial
uses all but unknown to the common man. Guard. These are stable strains of mutants
Robed in red, a Tech-Priest is also usually known as abhumans, and primarily
augmented mechanically, organs and limbs comprised of Ogryns and Ratlings. Ogryns
replaced with machines, making him closer are large, bulky humanoids, standing seven
to the perfection of the Machine God or eight feet tall and wrapped in massive
which he worships. Enginseers are also slabs of muscle. Despite limited
accompanied by servitors to aid them in imagination, they make excellent shock
their tasks; lobotomized humans, troops, where their size and ability to
augmented and altered for a single ignore all but the most grievous of wounds
purpose, acting as the living tools with allows them to plough into the enemy,
which the Enginseer completes his tasks. leading the way for their comrades. Ogryns
18
are also fantastically loyal and make discretion is desirable or vox signals would
excellent bodyguards, fighting to the death be out of range. They often possess other

Astra Militarum
or standing resolutely over the body of powers as well, such as precognition and
their fallen master like a faithful dog various other kinds of divination which
(granted, a seven foot dog armed with a can be of use to Imperial commanders,
shotcannon). For their strengths, though, eager for anything which might help them
Ogryns do have their weaknesses. In to pierce the fog of war, no matter how
addition to their limited intelligence, questionable its origins might be. In
which, without proper leadership, can addition to the Astropaths, the Imperial
leave them confused or dithering in the Guard also makes use of more direct
midst of battle, they are also adverse to psychic intervention in the form of
confined spaces, especially dark ones. An Primaris Psykers and Sanctioned Psyker
understandable trait in such a large cadres. These are gifted individuals which
creature, the Imperial Guard nevertheless have been trained by the Scholastica
has to transport the abhumans to the Psykana for the Imperial Guard’s use and
battlefield, and it will fall to some unlucky which have been deemed “safe” enough for
Guardsman to lure the Ogryns into a frontline service. Even so, Sanctioned
transport or ship hold (often with the Psykers can prove unpredictable and, until
promise of food) and then babysit them they have proven themselves and risen to
through a long and miserable journey. the rank of a Primus Psyker, they are
Ratlings are of a different breed always grouped together and kept under
altogether, and where the Ogryn is large the watchful eye of a specially trained
and powerfully muscled, the Ratling is overseer. These psychic choirs are made up
diminutive and quick. Only reaching of individually weak psykers, novices to
heights of three or four feet, Ratlings make the art of controlling the energies of the
excellent snipers and infiltrators, their keen Warp but psychically strong when grouped
senses and small size allowing them to slip together and focused on a single task. In
past larger foes. Ratlings have their own battle, this can be sending bolts of energy
home worlds, descended from ancient into the ranks of the foe, shielding soldiers
human colonies where they levy troops for from las-blasts and bolt-shells, or
the Imperial Guard, and so feel their providing some semblance of protection
rightful place among the Imperial Guard against the horrors of the Warp for which
just like any other world might. Unlike mundane weapons are no defence.
other worlds, though, Ratlings are not large Psykers in the Imperial Guard,
or strong enough to make acceptable front despite the uses they can have or the value
line troops and thus do not comprise a commander might place upon them, are
complete regiments in the same way as the generally despised and feared in equal
rest of the Imperial Guard. Instead, measures. No Guardsman wants to share a
Ratlings are used as specialist troops, trench with someone who might suddenly
either as snipers and infiltrators (where burst into flame or turn into a ravening
their natural marksmanship and skills at Daemon-host. Even Primaris Psykers who
stealth outshine ordinary Guardsmen) or as have shown a greater level of control and
their other great vocation: cooks. survived to become veterans within a
Sanctioned Psykers regiment are usually not well received.
The Imperial Guard makes extensive use of Their new comrades and long time
psykers when it wages war. Astropaths commanders all keep their distance
allow for Imperial Guard forces to because of that inexplicable disquiet which
communicate with the Departmento seems to hang over all those touched by the
Munitorum and their Commanding Warp. The only comfort to a Guardsman
Officers across the vast gulf of space, a who witnesses such a psyker in combat, an
resource that without which, the Imperial experience only slightly less traumatic than
Guard would be nothing more than facing an enemy psyker, is the Commissar
countless, uncoordinated armies. or overseer standing at the psyker’s back,
Astropaths are also vital to convey vigilant eyes keenly searching for signs of
telepathic messages over long distances on possession or loss of control, and his bolt
the battlefield, especially when secrecy and pistol cocked and ready. 19
Anatomy of a Regiment worlds, where savagery and fanaticism can
A regiment is the standard military account for more than numbers would
Astra Militarum
formation of the Imperial Guard and the indicate. The worlds of the Drusus
key method the Departmento Munitorum Marches fall into this category, such as
uses to group troops and fighting vehicles Maccabeus Quintus where the regiments of
into manageable allotments. Though it is a Maccabian Janissaries have a reputation for
command term, and every founding is their zeal and devotion to the Imperial
typically given a designation using the title cause. On the other hand, regiments from
of regiment, there is no standard to its size certain worlds will become a byword for
or disposition. A regiment might comprise poor quality and training, either because of
hundreds of thousands of men or hundreds the dregs their governors choose to tithe to
of tanks, or it might only number a handful the Imperial Guard or simply because there
of men, a single company of a dozen are no worthy fighting men among their
vehicles or similar token force. Equally, populations. Within the Calixis Sector
regiments are not always comprised of there are numerous such worlds, their
frontline fighting troops—a regiment miserable tithes of men barely worth the
might be a medical battalion of medicae trouble of the Imperial Guard to train and
personal and servitors or a logistical equip. Two such worlds lie in the Markayn
division with nothing more than Marches: Dreah, a world of such dismal
unarmoured transports and drivers. In the and depressing people that its soldiers are
eyes of the Departmento Munitorum, all good for little more than cannon fodder,
regiments represent a portion of the and Prol IX, a world of scribes and
Imperial Guard’s might, regardless of their scholars, as unfamiliar with arms and
exact make up and it is not uncommon for armour as they are with the ways of war.
the paper strength of the Imperial Guard to After home world, a regiment’s
be significantly different to its actual disposition will largely be a result of its
strength on the ground. In the great combat history. Because there is no exact
accounts of the Administratum, dozens of size to a regiment, it can be difficult for
regiments deployed to a warzone might Imperial Guard commanders and the
look like a massive allocation of resources Departmento Munitorum to gauge its exact
and manpower, but if most of those fighting strength. Once a regiment has
regiments are made up of second echelon been in combat for a while, it is almost
formations or support companies, the truth certain it will have suffered losses and its
will be quite different. original strength will have been
The most defining factor in the size diminished. However, this means less for a
and composition of a regiment is its home regiment of a hundred thousand men than
world. Regiments raised on hive worlds or it does for one of a few hundred. Unless an
prosperous forge worlds will typically have officer can directly ascertain the strength of
more men to conscript into their ranks and a regiment (assuming he cares about
more equipment with which to arm them. preserving it at all) the Departmento
Smaller worlds or those less developed (or Munitorum and command response is
with smaller populations) will have smaller usually to send it into battle and see how it
foundings and less men to commit to a fares. Eventually, it will either fail, and
single regiment. Thus, canny commanders thus prompt the deployment of another
will be able to judge the fighting potential regiment, or succeed, in which case it is
of a regiment based upon its home world clearly up to the task of fighting and
and plan accordingly. In the Calixis Sector, should immediately be sent back into the
regiments from the core worlds of fray. Often, when a regiment becomes too
Scintilla, Sepheris Secundus, and small to be of any real operation use, it is
Luggnum all produce strong, battle-worthy absorbed or folded into another existing
regiments, while regiments from the Lathes regiment. This is a common battlefield
Worlds are some of the best equipped in alternative to reinforcing, which can take
the sector. Commanders also know to value months or years given the regiment’s
troops from feral or shrine distance from its home world. Almost
always, regiments from the same home
20
world—or at the very least same system— God-Emperor. Their response is to break
are merged in this way. On rare occasions, up squads which have served too long
regiments from different planets might be together or cycle men from one squad to

Astra Militarum
amalgamated, however, this can lead to another on a regular basis, lest they
problems in morale and leadership. Even become too familiar and start to see
when two regiments from the same home themselves as somehow unique. An
world are brought together there can be experienced commander, however,
issues, especially when one has already recognises the value of a veteran squad,
made a name for itself. and more than one regimental officer is
Within a regiment, commanders willing to turn a blind eye to lapses in
will divide their men and vehicles into discipline or correct uniform if it means a
smaller, more manageable combat units squad performs better on the battlefield.
depending on the customs and practices of
their home world. While the names, sizes, Platoons
and roles of these combat units can vary Platoons are units comprised of
widely, there are three fairly common around half a dozen squads under a single
formations which can be found in the commander. In an infantry platoon, this
majority of Imperial Guard regiments. might include the addition of heavy
These are the Company, Platoon, and weapon squads or special weapon troopers
Squad. to supplement the squads’ own individual
firepower, whereas an armoured platoon
Squads might comprise of several tanks or self-
The smallest unit in the Imperial propelled artillery pieces, perhaps with the
Guard is usually known as a squad and is, addition of a recovery or command
on average, comprised of ten soldiers. vehicle. While a squad may be given
Commanders throughout the ages have specific roles within a single combat
found that the squads are the basic building action, a platoon is a tactically significant
blocks of their armies and are vital to force and will be assigned a specific role
success on the battlefield. A good squad within an attack or defence, often relying
can outfight an enemy many times its own only on its own men and weaponry to get
number using clever tactics and the job done. Regimental commanders
coordinated attacks or defences, flanking consider platoons capable of holding their
their foes, catching them in crossfires, or own on the battlefield and thus platoons
laying deadly ambushes. While a squad might be sent off far from the rest of the
will operate as part of a larger formation of regiment to hold a ridge line, scout a
many men, in more elite units it will often ruined habblock, or attack an enemy
have its own objectives as part of the strongpoint by themselves.
whole, and skilled commanders will use Platoons, like squads, can form
numerous squads in concert to achieve close bonds over time, though this is less
their goals. Equally in conscript armies, likely given that the disposition of squads
squads can be mere designations, where can change dramatically from engagement
one tally on the roster starts and another to engagement. This is in part because a
ends, its members utilised as only part of a commander may wish to form platoons of
mass of men in blunt attacks or crude different weapon teams and specialist
holding actions. troopers but also because the casualties and
Squads that fight together and attrition so common to Imperial Guard
survive for any length of time will form formations are acutely felt at the platoon
close bonds of comradeship, as there are level. Over the course of its life, a platoon
few things like combat to bind men will cycle many squads and replacements,
together, especially when they must groups of fresh recruits being funnelled in
continually protect each other from harm. to make up for losses. Veteran squads in
Some commanders, and certain such platoons seldom bother to learn much
Commissars, see this bond as a cancer to about their comrades, well aware that soon
morale, and create distinctions between many of the freshfaced men joining them
members of an army which should be a will be corpses.
single united force under the gaze of the
21
Astra Militarum
Companies themselves if they perform well in battle.
Companies are typically units made While a regiment’s renown might be
up of three to six platoons with the known beyond its home world, a
addition of supporting formations. In an company’s renown is usually limited to the
infantry platoon, this may mean upwards confines of its regiment. Even so, a famous
of two hundred frontline fighting men company can live on for centuries in the
arranged into platoons and squads, added history of a world and every Guardsman
to which are squads and platoons of heavy recruited for such a regiment will have
weapons, medicae staff, and dedicated heard tell of their exploits. To honour these
communications officers. Meanwhile, in an companies, a regiment will often grant it
armoured company, this can mean several special status within the regiment and keep
dozen tanks or fighting vehicles with its name on their rolls long after its original
dedicated mechanised support such as members have died. An example of this is
infantry platoons mounted in Chimeras. the Ambulon Junkers, a company
The company level is also where members originally comprised of conscripted deep
from the Imperial Guard’s allies typically scrappers from the Scintillan hive of
appear, and attached clerics of the Ambulon. Even though the original
Ministorum, Enginseer Tech-Priests, or Junkers are long gone, regiments raised on
psykers of the Scholastic Psykana can be Scintilla with a significant intake from
found. Ambulon will form an honorary Junkers
Much like regiments, companies company from its more worthy new
can earn much prestige and honour for recruits.

22
Homeworlds
Chapter 2: New Homeworlds
All characters must come from New Abhuman Traits
somewhere. Before their recruitment, they
had lives and dreams. They had a place and The following traits are applied to
a people, a history that has shaped their all Abhuman Honeworlds, and are included
personalities and ambitions, as well as in their individual “Starting Traits”
providing that first spark that drew the sections.
steely gaze of the Inquisitor. Home Worlds
encapsulate a large part of a character’s Non-Imperial
history, describing the sort of culture that This Character was not raised
produced the Acolyte, while also helping to amongst humans, and knows little about
define the character’s nature and the culture and history of the Imperium.
appearance. The laws, traditions, religion and
The following new Home Worlds superstitions of Mankind are unfamiliar
offer a mix of new world types as well as and alien to Characters with this trait. The
signature events and upbringings that have character suffers a -10 penalty on all
had as deep and profound an impact on Common Lore, Forbidden Lore and
your character as being born on a particular Scholastic Lore tests relating to the
type of world. These new Origins are Imperium of Man.
treated in exactly the same way as Home
Worlds. Not Quite Human
While biologically divergent
evolutions of humanity, Abhumans are still
treated with a degree of distrust by the rest
of Humanity.
Abhuman characters count all
Fellowship based tests as being one step
more difficult when dealing with creatures
of a species other than its own.
Additionally, those of other species treat
their Fellowship-based tests as being one
step more difficult when dealing with him.
These penalties do not apply when dealing
with individuals who have come to trust
the Abhuman player character, for
whatever reason (although the final
arbitrator of this is the GM). Finally, the
presence of any Abhuman aboard a human
vessel is unsettling for the crew, and as
rumours spread, discontent over the alien
presence in their midst becomes noticeable.
The continued presence of one or more
Abhuman player characters aboard a ship
reduces its Morale by 1.

23
New Homeworld Option: Ogryn Starting Skills: Intimidate or Survival
Source Disclaimer: Lore in this section is taken from Starting Talents: Exotic Weapon Training (Ogryn
the Only War Core Rulebook. Ripper Gun)
Homeworlds
“Brute force not work? It because you not Starting Traits: Auto-Stabilised, Claustrophobic,
use enough of it!” Clumsy, Non-Imperial, Not Quite Human, Size
–Karg, Ogryn Bone’ead. (Hulking), Sturdy, Unnatural Strength (x2),
Ogryns are huge, powerful abhumans Unnatural Toughness (x2)
fielded by the Imperial Guard as shock Starting Gear: Ogryn Ripper Gun (Replaces
troops. Standing heads taller than an average normal starting weapons)
man, these savage, simple-minded creatures
are thick with bulk and muscle, and are New Traits:
descended from humans who were stranded
on cold, high-gravity worlds in a time long Claustrophobic
forgotten. Their thick frames are capable of Despite their fearsome and fearless nature,
lifting immense weight and protecting them Ogryns are extremely claustrophobic. They will not
from most small weapons fire, and their enter caves, basements, ruins, infantry fighting
great strength is invaluable for fighting on vehicles like the Chimera, or even smaller than
the front lines. average buildings, of their own free will.
Once the Ogryns were rediscovered, Commanding Officers can order them into such
the leadership of the Departmento places, but suffer a –10 penalty to any Command
Munitorum was able to find appropriate uses Skill Tests to do so, and Ogryns suffer a –10 to all
for the big, dim abhumans. Carrying special, Tests when so confined.
sturdily built, Ogryn-specific equipment like
the brutal ripper gun and ripper saw, they are Clumsy
still utilised as shock troops, deployed on the Ogryn’s hands are not only much larger
front lines to smash enemy units and cause than those of a normal human, but also far stronger,
as much damage and havoc as possible in as and most Ogryn have a hard time using them to
short a time as possible. While not as perform delicate, or even normal, tasks. Because of
common as they once were, there are many this, Ogryn cannot use most weapons made for
regiments who still field Ogryns, either in humans, as they tend to break them when they try.
dedicated Ogryn squads, or mixed in with Any weapon which is not the Frag Grenade, Ripper
other Guardsmen, who can help guide them Gun, Autocannon, or Heavy Stubber cannot be
and keep an eye on them, to prevent them used by a character with the Clumsy Trait. If an
from hurting themselves and their comrades. Ogryn ever has 30 or more in Agility AND
Conveniently for the Imperial Guard, Intelligence, they are considered to have become
Ogryn are incredibly loyal once befriended, intelligent enough to handle other weapons and
and will go to any ends to fulfil the lose this trait, effectively becoming a Bone'ead.
commands of someone they trust. They
worship the God-Emperor with a child-like
devotion, and are more than happy to charge
into battle to keep the Imperium safe.

Starting Attributes
Weapon Skill 20
Ballistic Skill 20
Strength 25
Toughness 25
Agility 10
Intelligence 10
Perception 10
Willpower 15
Fellowship 10

Starting Wounds: 1d5+10

Starting Fate Points: 1-4: 1, 5-10: 2


24
New Homeworld Option: Ratlings Starting Attributes
Weapon Skill 20
Source Disclaimer: Lore in this section comes from the Ballistic Skill 20

Homeworlds
Only War Core Rulebook.
Strength 20
Toughness 10
“Filthy little wretch ate all of my rations and
Agility 20
skipped out on his duties, but damn is he a
Intelligence 20
good shot.”
Perception 25
–Captain Naia, 98th Eolith Highguard
Willpower 20
Like their distant cousins the Ogryns, Fellowship 25
Ratlings are abhumans, humans who
Starting Wounds: 1d5+6
followed a different evolutionary path,
descended from ancient settlers cut off from
Starting Fate Points: 1-4: 1, 5-8: 2
larger human society. This is where the
similarity to Ogryns ends, however. While
Starting Skills: Concealment, Silent Move,
Ogryns are large, brutish creatures, Ratlings
Trade (Cook)
are incredibly short and round, and
Starting Talents: Heightened Senses
remarkably clever.
(Hearing, Sight)
Despite their obvious unsuitability for
military life, Ratlings are nevertheless drafted Starting Traits: Non-Imperial, Not Quite
wholesale into the Imperial Army. While they Human, Size (Scrawny)
Starting Gear: Long Las, Mono-Knife
cannot fill many of the human roles in the
(Replaces Starting Weapons granted by
Imperial Guard, Ratlings still proved
class.)
incredibly useful. Their small size allows
them to infiltrate enemy territory much better
than the average human, and, combine with
their incredible eyesight, makes them
excellent snipers. In addition, Ratlings have a
reputation amongst the Guard for their
incredible cooking, and
often act as cook for the unit, in addition to
their battlefield duties. Although, their love of
food can often get them into trouble, as many
Ratlings are known to “acquire” extra
supplies to supplement their diets, a practice
their Imperial Guard commanders frown
upon.
In the field, Ratlings operate
independently, with a second Ratling who
acts as a spotter and backup marksman, or in
small squads. They are deployed behind
enemy lines with the barest of supplies,
where they immediately go to ground,
secreting themselves, living off the land, and
waiting as patiently as spiders for their
quarry. They delight in causing confusion and
havoc among their enemies, killing officers
and key personnel from extreme ranges, with
near impunity. Their proficiency and
marksmanship may possibly be the Ratling’s
one saving grace, and despite being the butt
of numerous jokes over the millennia, many a
Guardsman owes their life to the sharp eyes
and steady hands of a Ratling sniper.

25
New Homeworld Option: Squat the hostile nature of these worlds' surfaces, the
Source Disclaimer: Lore in this section comes from colonists formed underground societies. During
www.warhammer40k.wikia.com the long isolation of Mankind produced by the
Homeworlds
"Do not underestimate the Squats. They survived for
Warp Storms of the Age of Strife, the Squat race
millennia cut off from the Imperium and assailed from
all sides. Their determination and resilience is an genetically adapted to their new homes, evolving
example to all." or genetically engineering themselves to better
— Attributed to Leman Russ, Primarch of the Space suit their environment, becoming far tougher,
Wolves Legion, Meditations on Imperial Command, more resilient and physically shorter with a
Book XVI denser skeletomuscular system than found in the
The Squats (Homo sapiens rotundus) were baseline human genome. The Squats had some of
short, stocky and physically hardy Abhumans the best scientists and engineers in history who
who were adapted to the heavy gravity conditions explored the frontiers of human science and
that predominated on the worlds they had settled technology without the constraints of religion and
near the core of the Milky Way Galaxy. Of all the ritual, in contrast with the dogma-bound humans
Abhuman types encountered by the Imperium, of the Adeptus Mechanicus who followed a very
they most closely resembled baseline humans. different path on Mars during the same period.
Squats were the descendants of baseline humans Starting Attributes
who had Weapon Skill 20
colonised the worlds around the galactic core in Ballistic Skill 20
the far distant past. These worlds are some of the Strength 20
oldest in the galaxy, formed when the galaxy's Toughness 25
structure had not yet been fully stabilized. The Agility 15
Squat species was ultimately destroyed by the Intelligence 25
invasion of a Tyranid splinter Hive Fleet that Perception 15
consumed their homeworlds in the late 41st Willpower 20
Millennium, though some survivors still serve in Fellowship 20
the Imperial Guard, hoping for revenge and to
find a new beginning for the remnants of their Starting Wounds: 1d5+8
race. Starting Fate Points: 1-4: 1, 5-10: 2
The Squats' ancestors were human Starting Skills: Common Lore (Tech), Forbidden
colonists who reached the heavy-gravity mineral- Lore (Archeotech), Tech-Use
rich worlds around the galactic core during the Starting Talents: n/a
time of the initial expansion of humanity beyond Starting Traits: Non-Imperial, Not Quite Human,
Earth's own Solar System during the Dark Age of Sturdy
Technology, many millennia before the
emergence of the Emperor of Mankind and the
dawn of the Age of the Imperium. The
colonisation came at the right time, as Old Earth's
own mineral wealth had been largely depleted.
The worlds at the galactic core were rich in rare
and unique strategic minerals, but in terms of the
existence of life they were barren and unsuited for
human colonisaton. These worlds were dark and
bleak planets. Their gravity was intense, usually
two or three times that of the Earth. Their
atmospheres were either thin or non-existent.
Even those planets that did possess atmospheres
were continuously blasted by tremendous
radiation storms produced by the massive black
hole located in the galaxy's core.
Once settled, these planets became rich
Mining Worlds. The colonists were forced to
become self-sufficient, providing their own
underground hydroponically-grown food. Due to

26
New Elite Advance Packages

Elite Advances
Elite Advances allow an Explorer One of the Masses
to gain some ability not normally allowed Restriction: Only Abhuman Races may
to their career path. For more information purchase this advance, and only at the
on the particulars of Elite Advances, see discretion of the GM. Appropriate
page 229 of the Dark Heresy Core roleplaying or backstory may be required
Rulebook. on the part of the Explorer before
Elite Advance Packages take this purchasing this talent, again at the
concept one step further and provide new discretion of the GM.
and unique abilities in a single package Cost: 500XP
deal. For further information on Elite Effect: Gain the They Were The
Advance Packages see page 86 of the Most...Human trait (detailed below).
Inquisitor’s Handbook. Special: At the GM’s discretion, this may
be taken for no cost at character creation.
Purchasing an Elite Advance Package New Traits
To purchase an Elite Advance
simply spend the Experience Cost of the They Were The Most...Human
package listed, provided you meet all the Through trial by fire the Abhuman
requirements and the GM has allowed for has proven themselves to be as human as
it's purchase. Upon purchasing a package, any other member of the Imperium. They
you gain all the benefits that package have familiarized themselves with it's
confers and may purchase additional skills culture and learned to interact with it's
granted by the package (if applicable). For citizens without difficulty. Characters who
more information see page 86 of the take this advance lose both the Non-
Inquisitor’s Handbook. Imperial and Not Quite Human traits.

27
Chapter 3: Regimental Backgrounds
Source Disclaimer: Lore in this chapter comes from Home World or Origin requirement, which

Regimental Backgrounds
the Inquisitor’s Handbook, Only War Core you must also meet. Finally, Background
Rulebook and Shield of Humanity.
Packages all have an xp cost, which must
The following section details a be paid from your starting experience
variety of optional Background Packages during character creation. The price covers
the whole Background Package; you can’t
for your characters. These backgrounds
spend less for parts of it. It’s all or nothing.
offer your Acolytes an extra level of detail
Likewise, you may find that packages
by filling in more of their past and
grant you Talents you might not otherwise
experiences before joining the Inquisition;
be able to take owing to Characteristic
providing your character with a “story” of
restrictions. You do not have to meet the
their own. Each presents some “hooks” to
requirements of any listed Talent gained
help you form a basis for their personality,
from the package since the benefits is
beliefs and goals, not to mention the reason
undoubtedly hard earned!
why they have come to the attention of the
Holy Ordos. You may only acquire a
Depending on your character’s Background Package at the start of
Character Creation. You cannot go back
Career, the Background Package may take
and select a package later in your
the form of a particular academic school
character’s Career, nor can you ever have
you attended, a terrible event you were
more than one Background Package.
caught up in, a war you fought, a sect you
Background Packages are entirely optional
belonged to, or even a case you
and you should always get your GMs
investigated. Regardless, this event marks
permission before selecting one for your
a pivotal moment in your character’s
character.
development.
As well as providing your character Example: Wells has rolled up a
with a history, each Background Package Void Born Assassin character and wants to
take a Background Package. He looks up
also comes with an effect, in terms of
those available for the Assassin Career and
particular Skills, Talents or Traits (some of
finds there are three options, the Moritat,
them quite unique) for your character to
Astral Knives and the Sons of Dispater. He
have developed as a result of your past. In
checks the packages’ requirements and sees
many cases, these packages also feature
that the Moritat is not open to Void Born
some fairly serious drawbacks either in the
characters, and so must choose from the
shape of some deficiency of ability, or
other two. He selects the Astral Knives
perhaps even in terms of Insanity or
option (fancying the idea of a being a
Corruption Points; the 41st Millennium is a
dark place after all, and all knowledge has deluded cultist) and, having received the
its price. goahead from his GM, he applies the
package effects to his character: he adds
the additional full Skills and base Skills
Using Background Packages
listed under Effects on to his character
Background Packages provide a
sheet, and rolls 1d5 Corruption Points. He
suite of Characteristic adjustments, Skills,
also marks off 200 xp (the package’s cost)
Talents and, in some cases, Traits. Any
from his starting xp and goes on to spend
adjustments to your character by selecting
the rest of his xp normally.
a Background Package does not count as
You can off course vary the “story”
an Advance for the purpose of increasing
within the package to suit your own tastes
your Rank, nor do increases or reductions
count toward the improvement of your and ideas—and indeed you are encouraged
Characteristics through normal means. To to do so—so long as the effects and cost
are the same of those listed. It’s also
select a Background Package, you must
recommended that no two Player
meet its requirements. All of the following
Characters in your group use the same
packages are organised by Career Path and
package for the sake of variety, unless of
thus you may only select a package that
course your GM has a fiendish plan in
matches your chosen (or rolled) path.
Many Background Packages also include a mind… 28
Armageddon Steel Legion infantry. These highly mobile forces are
skilled at rapidly redeploying convoys of
Regimental Backgrounds
“Heroes of Armageddon! You have vehicles to engage the enemy. Often, the
withstood the evil savagery of the Orks, Steel Legion’s vehicles simply overrun the
and they have left nothing for you to fear. enemy’s front lines, allowing the infantry
So raise high the black banners of to dismount and sweep the area clear of
vengeance—now is our time.” aggressors.
–Commissar Yarrick during the Third War The world of Armageddon consists
for Armageddon of huge ash wastes choked with toxic
pollutants and corrosive chemicals. Some
Regiments of the Imperial Guard regions of the planet consist of jungles and
vary widely from one world to the next. oceans, but the pervasive effects of
Civilization, training, and technology industrial pollution are inescapable outside
levels are wildly varied from one culture to of the world’s great hive cities. Teeming
the next within the Imperium, resulting in with humanity, Armageddon’s hives are not
forces mounted on horseback and carrying simply manufacturing centres—they are
spears next to elite troops bearing also packed with the crowded workers and
advanced grav-chutes deploying from overseers necessary to keep the massive
Valkyrie Assault Carriers. Within these industrial complex running. These
parameters, large formations of conditions give rise to a seemingly endless
mechanised infantry are very uncommon series of savage gang wars that erupt
within the Imperial Guard. regularly amongst the underclasses on
The reason for this rarity is because Armageddon. Many recruits into the Steel
the resources required to equip and Legions are taken directly from veterans of
maintain vast numbers of armoured these brutal struggles for dominance of the
vehicles are difficult to acquire, even for underhive, as only the fiercest and most
such personages as Imperial Commanders implacable gangers manage to survive and
and Planetary Governors. Typically,
gathering so many war machines also
requires a pact or agreement with the
Adeptus Mechanicus, for it is the Tech-
Priests and Enginseers of Mars who ensure
that these vehicles can operate (and be
repaired should they suffer damage) in the
heat of battle.
The most well-known and
renowned of the rare few mechanised
infantry regiments in the Imperium are
those founded upon the Hive World of
Armageddon. Whilst some Imperial Guard
formations rely upon horses or other such
conventional steeds, the Steel Legions of
Armageddon ride into battle as mounted
infantry within the hulls of their trusted
Chimera Armoured Transports. The high
numbers of Chimeras amongst the Steel
Legion regiments is due to the highly
industrialised nature of their home world.
Armageddon is one of the foremost
manufacturing planets for Chimeras and
produces vast numbers of this vehicle for
use across the Imperium of Man. So great
is Armageddon’s output of Chimeras that
an extremely high proportion of regiments
raised from that world are mechanised
29
Regimental Backgrounds
even thrive upon the carnage. The gangs of mobs, they won several victories over the
Armageddon are sometimes conscripted en 808th through surprisingly cunning use of
masse into the Steel Legions, and it is said terrain, stranding the regiment’s transport
that most of these gangs require little to no vehicles in a series of narrow passes and
additional training to be effective soldiers. overwhelming the soldiers within with
In fact, some squads that were formerly their characteristic brutality. The 808th
gangers excel at inventive and cunning recovered from their losses and proved
small-unit tactics on the battlefield. more successful in later engagements,
swearing to avenge themselves upon the
The Armageddon Steel Legion in the Greenskins by seeing every Ork expunged
Spinward Front from Ganf Magna—only to be redeployed
So far, Lord Marshal Ghanzorik has shortly thereafter, their tempers still
deployed Armageddon Steel Legion unquenched in the black blood of the Orks.
regiments into only a handful of warzones The 808th recently saw action in a
in the Spinward Front. These regiments bizarre engagement on the planet of Sisk.
have mustered at Cyclopea to assist with Originally meant as a training exercise, a
the tithe preparations there to muster new Steel Legion convoy of Chimeras was on
Imperial Guard forces, and from there they patrol in the outer fringes of the northern
were sent to the Departmento Munitorum continent when they encountered a band of
Depot on Ganf Magna to assist with rogue psykers and mutants led by a hulking
operations against the feral Ork tribes figure in spiked power armour. The battle
plaguing that world. The Armageddon that followed was nightmarish— dramatic
Steel Legion regiments operating on Ganf seismic upheavals rendered many of the
Magna recently received an unexpected Chimeras useless, and the Steel Legion
benefit. Due to a bureaucratic error was forced to dismount. The Armageddon
somewhere in the byzantine organisation of troopers fought through the enemy’s
the Departmento Munitorum, a large psychic projections, crossing trenches of
number of Deathstrike missile launchers living fire and enduring assaults by
were mistakenly routed to the Steel Legion ambulatory slime. The mutants and the
mustering areas on Ganf Magna. The warband’s commander inflicted severe
Guardsmen from Armageddon have casualties on the Steel Legion, but the
embraced this addition to their nominal regiments’ ability to withstand toxic
strength and are relishing the opportunity environments enabled them to survive the
to use such devastating weapons. onslaught and press on to claim a pyrrhic
victory. Few other Guardsmen could have
Armageddon Steel Legion 808th accomplished such a feat, and the banner
The Armageddon Steel Legion of the 808th received a blessing from
808th is known for its aggressive and hard- Sisk’s high cleric in honour of their
charging officers, whose leadership style bravery.
has earned the regiment a considerable
reputation for trying unusual—and often New Background Package:
quite risky—manoeuvres to approach the Armageddon Steel Legion
enemy by surprise or at great speed. Cost: 200
This regiment first attracted Skills (Choose 2): Common Lore
attention when it became engaged in a (Imperium), Common Lore (Tech),
bitter and violent battle against a group of Deceive, Drive (Ground Vehicle), Tech Use
Orks on Ganf Magna. Despite the primitive Talents (Choose 1): Rapid Reload,
weapons and equipment of the local Ork Resistance (Fear)
Gear: Armageddon Steel Legionnaire
Uniform and Armor Heraldry, Gas Mask
Special: May purchase not selected Skills
later for 100 XP each and not selected
Talents for 200 XP each. 30
Attilan Rough Riders continent is a vast desert. Brutally extreme
in its temperature variations and weather
“A soldier afoot is no soldier at all.” patterns, it is a baking desert during the
Regimental Backgrounds
–Common saying among the Attilan summer season and a howling, icy expanse
Rough Riders of sand, snow, and wind in the winter. The
Hailing from the feudal world of steppes and savannah for which the planet
Attila, an ancient colony located in Ultima is known ring this central desert, and are
Segmentum, the Attilan Rough Riders are home to nearly all of the planet’s
one of the most famous Imperial Guard population.
regiments, alongside the likes of the This scant habitable area is defined
doughty Cadians, the intractable by a stunning array of rolling plains,
Valhallans, and the stoic Krieg. Attila’s soaring mountain ranges, deep inland seas,
society was once composed of fractured, and powerful, rushing rivers. At the very
scattered nomadic tribes who spent their extremes of the continent, all along its long
lives herding their animals and warring coastline, are dense forests of tall
with one another for food, land, horses, and evergreens. There is only one city on
dominance. For centuries they existed like Attila, the bustling metropolis of
this, perfecting both their ways of war and Khanasan. It is here that the Attilans have
the breeding of their unique horses, until their government, their main trading
the Imperium rediscovered them and began centres, and the small, barely tolerated
bringing them back into the Emperor’s Imperial and Ecclesiarchy missions.
fold.
Attila is a rugged and striking
world, slightly smaller than Terra,
dominated by broad, arid
steppes. Its single continent
spans nearly half of the planet,
with the rest being deep,
impenetrable seas. At the
centre of Attila’s single

31
The Attilans themselves are a at the flanks of Imperial supply lines and
hardy, passionate, small-framed, people worlds left vulnerable by the major push
with nut-coloured skin, black hair and against the Severan Dominate. Although

Regimental Backgrounds
eyes, and striking, weather-beaten features. they have participated in few of the major
Some Attilans sport long braids or tangles operations against the separatists in the
of hair, and many Attilan men sport Spinward Front, the populations of several
impressive moustaches that fall across their Imperial worlds owe their continued
craggy faces. Attilans of both genders tend existence to the swift reactions of the
to be bandy-legged and long armed, with 264th. Commander Khutulun, one of
broad shoulders and piercing eyes. They Tenzing’s most prominent pupils, has led
move with the loping, bow-legged gait of the 264th on the worlds of Sisk, Sinophia,
lifetime riders, and are graceful and elegant and Oriad, using the mobility of her force
in the saddle. Some undergo ritual to harry and intercept groups of raiders as
scarification as a part of their coming of they land and before they can strike at
age ceremony—long, deep, vertical cuts vulnerable targets. Currently, the 264th is
are made in their cheeks, into which ashes on the world of Cepyrsk, where it has been
are rubbed to encourage scars that mar the assigned with purging a larger group of
Attilans’ faces. renegades who have entrenched themselves
Attilan life is innately tied to in Garhive, the world’s main hive.
various animals. Two species are of Unfortunately, in recent months, the
particular importance to them: the Ovigor, campaign has ground to a halt thanks to a
a herd animal that provides critical number of aircraft possessed by the
sustenance and, of course, the mighty renegades. Without a dedicated core of
horses that the Attilans ride into battle. anti-aircraft weapons, the Attilans, and
Horses serve as the faithful companions Krieg stationed on Cepyrsk have been
and mounts, and Ovigors make up the core forced to fight a defensive battle, holding
of the Attilans’ staple diet on their home on until the proper support arrives.
world. Commander Khutulun and her Attilans
have been particularly aggravated by this
The Attilan Rough Riders in the turn of events. The Attilan Rough Riders
Spinward Front favour the offence, using swift Rough
Attilan Rough Rider regiments Riders to throw the enemy into confusion
operating in the Spinward Front have been before decisively crushing them with the
used to shockingly good effect by Lord bulk of their forces. As such, Khutulun has
Marshal Ghanzorik. Recognizing their made targeting the airfields a priority, and
aptitude for guerrilla fighting and both hopes to rout the renegades defending
anti-infantry and anti-armour warfare, the these key locations with a set of rapid,
Lord Marshal has deployed the Attilans aggressive strikes by her vanguard units
under the command of the implacable while the aircraft engage the rest of the
Commander Tenzing, a protégé of the Imperial Guard at Garhive.
famous Attilan war chief Mogul Khamir.
Under the leadership of Tenzing, the New Background Package: Attilan
Attilans have spent most of their time in Rough Rider
theatre battling Orks and human rebels, Cost: 200
using their knowledge of skirmish warfare Skills (Choose 2): Climb, Scholastic Lore
to cut a swath through the Ork and human (Beasts), Survival, Swim, Tracking,
forces alike, and sowing much discord Wrangling
throughout their enemies’ armies. Talents (Choose 1): Catfall, Die Hard
Gear: Attilan Rough Rider Uniform and
The Attilan Rough Riders 264th Armor Heraldry
The Attilan Rough Riders 264th are Special: May purchase not selected Skills
a regiment that have won some note in the later for 100 XP each and not selected
Spinward Front battling the various Talents for 200 XP each.
renegades and marauders who have struck

32
Brontian Longknife the bite of a lash to punish a criminal, or
from the edge of a blade when fleeing from
Regimental Backgrounds
“Call that a blade? I’d sooner march battle. Ne’er-do-wells and cowards are ill-
before an Ork horde naked than trust my favoured in Brontian society, and seldom
life to so insignificant a shard of steel.” rise to achieve any worthy status once
–Sergeant Uan Shaill, 5th Brontian marked as such.
Longknives When recruited into the Imperial
The hive world of Bront, located Guard, Brontian regiments are deliberately
within the Golgenna Reach sub-sector, is drawn from multiple clans, with individual
known to be a particularly violent place, companies, platoons or even squads all
yet possesses a level of order and holding different ancestral affiliations. This
discipline not found in many other hive means that each Brontian regiment
worlds. One of the younger hive worlds in represents the world and its people as a
the Calixis Sector, Bront was founded whole, rather than any one element of it,
almost a decade after the end of the and the bonds of bloodshed formed during
Angevin Crusade, a reward to the 33rd ritual battle hold these disparate groups
Army Group, the last of the Crusade’s together in spite of their differences. A
forces to be demobilized as the sector Brontian knows to respect those he faces in
established itself. While not originally a battle for the death they can deliver, and
hive world, Bront was swiftly the warriors of the other clans have been
industrialised, and was reclassified as a faced many times. Individual Brontian
hive world within a mere thousand years of Guardsmen are still known to bear their
its founding. scars openly, and carry their favoured
Bront’s populace was formed from knives about their person, adding new
the descendants of countless thousands of blades to their collection with every
Imperial Guardsmen and their families
from dozens of worlds, who had been
brought together by the shared experience
of conflict. As such, the population of
Bront have strong traditions of military
discipline and ancestral ties, with old
regimental affiliations forming a system of
clan-houses. These clans form the heart of
Brontian society, maintaining ancient
traditions from distant worlds and instilling
a deep sense of loyalty and duty in its
people. However, the military tradition that
defines Brontian culture also ensures that
the clans work tirelessly to be ready to
defend the Imperium as their ancestors
once did. Disputes between clans are
resolved through ritualised mass battles,
favouring an assortment of blades over
pistols, rifles, and other ranged weapons.
These ritual battles typically leave
little more than scars, which are worn
openly where possible to display a
warrior’s victories and losses, and every
warrior knows and can recount the history
of every one of his scars. While most scars
are regarded as a sign of experience and
honour, a few are viewed with scorn: scars
upon a warrior’s back are universally
regarded as dishonourable, whether from

33
campaign survived—a Brontian soldier’s and traditions, commanded by the daring and
experience can be seen in the scars on his charismatic Colonel Ioan Dunnoch. Mustered
arms, torso and face, and in the knives with the establishment of the Spinward Front,

Regimental Backgrounds
strapped to his armour. Brontian officers are the 5th Longknives have served primarily on
known to carry the tradition a step further, Kulth as part of a counter-incursion force based
with an array of swords worn at their belts in Fort Drusus, pushing back against Ork
and over their shoulders, and their scars assaults wherever they occur with little respite
used to help determine their worth as front- betweenindividual battles. As a front-line assault
line leaders—rare is the officer who force, the 5th Brontian have suffered extensive
achieves a significant rank with dishonour’s casualties during the years of warfare, but their
mark upon his back. renown and continued success have seen them
Brontian regiments are most bolstered by the remnants of other Brontian
commonly infantry, mechanised infantry or regiments. To date, sixteen other Brontian
light infantry, with Brontian armoured infantry regiments have been consolidated into
regiments being extremely rare. The the strength of the 5th Longknives, creating a
Brontian preference and talent for close force forged by brutal warfare into a
assaults are ill-suited to armour or artillery, brotherhood of hardened veterans.
and are better served being placed at the Famous for leading the forlorn hope
front lines, leading assaults with bayonet against the Ork stronghold on Tyrrea, Colonel
charges or ambushing enemy patrols with Dunnoch is a man for whom the horrors of war
blackened knives. Some notable exceptions serve as little discouragement. Ambitious, but
exist, such as the famed Brontian 82nd with the will and talent to support his aspirations
Armoured, whose Leman Russ Demolisher to glory and renown, Dunnoch’s rise to
squadrons were invariably found at the command the 5th Longknives (and his
heart of the fighting, pounding enemies and increasing notoriety) has seen his regiment
fortifications alike at close range. placed at the forefront of the onslaught against
the Orks, taking their knives and swords to
Brontian Longknives in the Spinward Greenskin flesh. Dunnoch and his regiment have
Front received several commendations from High
Brontian regiments are proud to Command in the Spinward Front for shattering
continue the traditions of their ancestors, Ork bulwarks and crippling Greenskin
fighting for the Imperium as those offensives, and they have gained a reputation as
generations ago did during the Angevin some of the foremost close-quarters specialists
Crusade. With the Calixis Sector being amongst the regiments staving off the
relatively young and wild, Brontian devastating advance of Waaagh! Grimtoof
regiments are most frequently deployed to across the region.
relatively local conflicts, from the brutal The soldiers of the Brontian 5th,
insurrection of the Meritech Wars, to the informally called the “Scar-Sowers,” are proud
mutant uprising on Tranch and the 47 examples of their world’s warriors, strong,
Kapella Pacification, though an increasing quick, and deadly with a blade, loyal and
number have seen action in warzones unquestioning, and courageous in the face of the
further away, particularly with the needs of enemy. Their honour is without question and
the Margin Crusade increasing with every their knives without mercy for the enemies of
passing year. the Imperium.
When Duke Severus XIII annexed
the worlds beyond the Periphery, Bront New Background Package: Brontian
increased its recruitment rate, offering a Longknife
greater tithe of men to the Departmento Cost: 200
Munitorum and to Lord Sector Hax in order Skills (Choose 2): Climb, Common Lore
to punish this transgression against the (Imperium), Deceive, Swim
labours that their ancestors bled for. Dozens Talents (Choose 1): Disarm, Leap Up, Melee
of regiments have been thrown into Weapon Training (Primitive)
Periphery and the zone beyond every year, Gear: Brontian Longknife Uniform and Armor
and this seems unlikely to cease. Heraldry, Mono-Knife, Mono-Sword
Special: May purchase not selected Skills later
The 5th Brontian Longknives for 100 XP each and not selected Talents for
The current 5th Brontian 200 XP each.
Longknives are the fourth to bear the name 34
Cadian Shock Trooper Imperium hail from the fortress world.
These soldiers are selected at random,
Regimental Backgrounds
Any Cadian who can’t field-strip his own without fear that they might be rejected by
lasgun by age ten was born on the wrong the Departmento Munitorum—a testament
planet.” to the quality of the Interior Guard. The
–Common Cadian aphorism legendary status of these troops sees
Cadia is a by-word for stalwart defiance Cadian regiments serving in warzones vast
and righteous contempt on countless distances from Cadia. As such, the
worlds, and for good reason. Sat within a influence of Cadian regiments can be felt
narrow stable passageway into the heart of on worlds in every Segmentum,
the Eye of Terror, the Cadian Sector stands influencing combat doctrine and logistics.
as a bastion against the encroachment of Cadian Interior Guard forces employ
the forces of Chaos, holding fast for standardised Departmento Munitorum
millennia against the onslaught of traitors, equipment and vehicles, allowing them to
heretics, and daemons. Cadia is amongst seamlessly transfer into the service of the
the foremost fortress worlds in the
Imperium, with every soul trained from
childhood to defend their world, and all
worlds beyond, against the abominations
that dwell within the colossal Warp Storm
that dominates their skies.
Barring a small minority composed of
those unfit to serve as soldiers, every child
on Cadia is expected to serve in the Cadian
Youth Army, better known as the
Whiteshields, from the age of fourteen
until their maturity, learning the combat
skills and discipline regarded as essential.
From these, many will continue their
service by joining the Interior Guard as
adults, pledging their lives to the defence
of Cadia, a force of hundreds, even
thousands of regiment-strength units, and
the equal of any comparably sized Imperial
Guard force. Even those who do not
remain in military service—fulfilling some
rear-echelon role essential to the upkeep of
an immense defensive army—are expected
to maintain their skills and remain vigilant,
stepping up to fight should the Interior
Guard be overwhelmed. Indeed, such is the
number of capable youth soldiers, Interior
Guardsmen, reservists, and the sheer
quantity of new recruits on Cadia every
year, that many invasions have been
defeated through attrition alone, the
invading armies unable to match the
hundreds of millions of Cadians.
In addition to defending the Imperium
from the horrors of the Eye of Terror,
Cadia also provides a large tithe of troops
to the Departmento Munitorum, and some
of the most legendary regiments in the

35
Regimental Backgrounds
Imperial Guard, and there are only a few Cadian regiments of all kinds have
types of regiment that cannot be raised served on most worlds in the Spinward
from Cadian forces. Front, with Lord Marshal Ghanzorik
Cadians believe that discipline is the single employing a dozen regiments of Cadian
most important factor in the operation of infantry as part of the permanent defence
an army. While there are those who force of Fort Drusus Dozens, perhaps even
justifiably disagree with this position, it hundreds more serving on worlds across
has nonetheless served the Cadians well for the Periphery, holding the line against
millennia, and countless victories can be Orks, Chaos raiders, Dark Eldar incursions,
attributed to the effort and determination of and rebels from the Severan Dominate.
the sons and daughters of Cadia.
The Cadian 99th Mechanised Infantry
Cadian Shock Troops in the Spinward None are entirely certain how many
Front different incarnations of the Cadian 99th
Because of the quantity of Cadian Shock Troops have existed across the
regiments produced, thousands of them are millennia. The most recent incarnation was
sent to warzones across the galaxy at any raised only a year ago, and were initially
one time, with generals overseeing intended to join the Margin Crusade, but
warzones across the Segmentum constantly received orders to reinforce the Spinward
requesting additional forces from the Front instead. For all the Guardsmen’s
reserve, to fight alongside those mustered inexperience, they are nonetheless Cadians,
locally. However, the bureaucracy of the and they have trained since they were
Departmento Munitorum, and the sheer children to fight for the Imperium.
quantity of warzones that exist in a region Colonel Dero Arkat, a thirty-year
as large as the Segmentum Obscurus, mean veteran of the Interior Guard assigned to
that such requests are seldom approved. lead the newly-raised regiment, has worked
Still, the requests made by Lord Sector tirelessly to prepare his men for warfare,
Hax were agreed to. With the Calixis, and appears to have succeeded thus far,
Scarus, and Ixaniad sectors already heavily operating as part of a series of rapid
taxed by supporting distant conflicts, assaults against Chaos forces infesting the
notably the grand and costly Margin Periphery and worlds beyond.
Crusade (which treasonous rumours
suggest may have been diverted to another New Background Package: Cadian
region of the galaxy altogether), the need Shock Trooper
for other forces to prosecute a war closer to Cost: 200
home was acute. Due to this dearth of Additional Skills (Choose 2): Command,
locally available forces, and some measure Common Lore (Imperial Guard), Common
of distrust of locally-raised forces amongst Lore (War), Drive (Ground Vehicle), Trade
Lord Hax’s court, the bulk of the Spinward (Technomat)
Front’s forces are drawn from the Additional Talents (Choose 1): Basic
Segmentum reserve and other non-local Weapon Training (Las) Pistol Weapon
sources, with a significant number of Training (Las), Resistance (Fear)
Cadian regiments amongst them, and a Gear: 1 Lasgun (or increase lasgun granted
slow trickle of reinforcements from Cadia by class to Best), 1 Laspistol (or increase
to replace some of those lost each year. lasgun granted by class to Best), Cadian
Uniform and Armor Heraldry
Special: May purchase not selected Skills
later for 100 XP each and not selected
Talents for 200 XP each.

36
Catachan Jungle Fighters
Regimental Backgrounds
“We’ve run into scorpions the size of battle dangers of the battlefield. Indeed, a state of
tanks, three men died from eyerot last almost constant mortal peril has resulted in
week, I’ve sweat enough to fill a lake, my the Catachan mind-set being one of
boots got sucked into a sink-swamp, and apparent recklessness and bravado,
the trees are so thick that in places, you paradoxically mixed with constant
can’t squeeze between them. Emperor help vigilance and almost paranoid caution.
me, I love this place! It’s just like home!” This seeming contradiction can be
–Captain Rock of the Catachan III explained by the simple matter of
“Green Devils,” commenting on Varestus familiarity—natives of Catachan are so
Prime accustomed to danger that their responses,
while appearing foolhardy, are honed by
Catachan is one of the deadliest practice and a perpetual, careful awareness
worlds known to man, and its inhabitants of their surroundings. This is compounded
are amongst the hardiest, most dangerous by a contempt for the threat of death, born
humans in the Imperium. Almost every from that familiarity. To a Catachan, the
creature and plant on Catachan is deadly to threat of death is a constant thing, and they
human life in some way, from the do not understand the concept of safety or
monstrous Catachan Devil to the mind- peace.
destroying brainleaf and the carnivorous
venus mantrap. The true diversity of life on
Catachan has never been catalogued,
though many Adeptus Mechanicus
expeditions have tried and failed. Because
of these creatures and innumerable others,
life on Catachan is unimaginably harsh,
with most unlikely to survive childhood.
Those who reach adulthood are tough,
uncompromising, and resourceful, masters
of surviving in one of the most
inhospitable environments in the
Imperium. With little to offer the Imperium
but their lives, many Catachans are
recruited into the Imperial Guard, their
skills such that each one of them is worth a
dozen other Guardsmen when fighting in
dense jungle.
Catachan itself has little need for a
defence force, the world’s flora and fauna
being sufficiently deadly to thwart invaders
without the need for human intervention,
and so most Catachan Guardsmen are
instead recruited from amongst the
population of hunters, skilled trackers, and
combatants, used to clearing the
encroaching jungle and driving off or
slaying the beasts that would threaten the
small, short-lived settlements. Their
necessary skill with an assortment of
weapons, and the dangers they face
keeping their homes safe from predators,
mean that they are well prepared for the

37
Catachan regiments are most The Catachan 18th “Drakebats”
commonly light infantry, making the most The drakebat is an Ogryn-sized, winged,
of their legendary talents as scouts and pseudo-reptile that lurks amongst the upper

Sidebar
ambushers. However, their daring and canopy of the equatorial jungles of Catachan,
aggression have been employed in other descending from the treetops to ambush and
ways, with armoured regiments hailing devour unsuspecting prey. The Catachan 18th
from Catachan in the past. The Catachan Light Infantry, famed for their swift ambushes
Jungle Fighters take special pride in their and surprise assaults, took on the name of these
officers, who fight side-by-side with their beasts, as is a common tradition amongst
rank and file troops, sharing in their Catachan regiments. The speed at which the
suffering on the battlefield. As a result, drakebat performs its swooping attacks is echoed
discipline within Catachan regiments is by the Catachan 18th’s ability to deploy and
maintained through trust and respect won execute an ambush with minimal time to prepare.
over many years of campaigning, rather An uncommonly large regiment, the
than purely through the formal rank Drakebats have been divided up into a number of
structures relied upon by many other company-strength groups and spread across the
regiments. This has, however, resulted in a Spinward Front warzone, lending their skills to
reputation for willfulness amongst other the hostile wilderness of several worlds. Most
regiments and outsiders, particularly recently, the Orks in the fungus jungles on Thrax
figures of authority such as Commissars, have been the Drakebats’ primary concern, with
who have difficulty earning the trust and the Catachans forming part of a task force
deference of Catachan Guardsmen. charged with retaking the world and driving the
Orks from it. Before that, they waged war across
Catachan Jungle Fighters in the the dusty plains and frontier towns of Ganf
Spinward Front Magna, purging Feral Orks with knife, lasgun,
There are comparatively few and flamer.
Catachan regiments within the Spinward The regiment’s commanding officer is a
Front. However, for reasons that remain long-serving soldier in his early sixties,
entangled within the bureaucracy of the remarkably old for a Catachan, and bearing a
Departmento Munitorum, a small number wealth of experience that could only have been
of regiments from Catachan found their gained from over forty years at the front lines.
way into the region, likely due to a planned Colonel Tiho Anders, referred to as “The Old
deployment that never came to fruition, Man” by his men, is a cunning and resourceful
perhaps because the campaign had already leader, still uncomfortable with outside
concluded by the time the Catachans had authorities and justifiably proud of his warriors’
arrived. Whatever the reason, a number of accomplishments. He is distrustful of his
these legendary death worlders found superiors, and has long been vocal of his dislike
themselves redeployed to serve on the of what he calls the “witless interference of the
Spinward Front. Commissariat”. This outlook has not endeared
For the most part, these regiments him to senior commanders, who only tolerate
serve in a variety of roles on a variety of Anders because of his regiment’s skills.
worlds; there are few worlds in the
Periphery requiring the particular talents of New Background Package: Catachan Jungle
death world veterans, but their skills are Fighter
nonetheless valuable, particularly as scouts Cost: 200
and assault troops. The daring and gung-ho Skills (Choose 2): Climb, Concealment, Navigate
attitudes of the Catachans have put them at (Surface), Silent Move, Survival, Swim
odds with elements of the Spinward Talents (Choose 1): Resistance (Fear), Resistance
Front’s command, and out of tacit mutual (Poisons), Sprint
consent, Catachan regiments tend to be Gear: 1 Mono-Knife, Catachan Uniform and
placed in isolated battlegroups deployed to Armor Heraldry
brutal warzones, where their distrust of Special: May purchase not selected Skills later
authority figures and their tendency for 100 XP each and not selected Talents for 200
towards independence are less of a XP each.
hindrance.
38
Death Korps of Krieg
Regimental Backgrounds
“In life, war. In death, peace. In life, soldiers of Krieg seem to have no regard
shame. In death, atonement.” for their own lives. Indeed, the prevailing
–Final line of the Litany of Sacrifice, attitude amongst the Krieg is that they are
recited by Krieg Korpsmen when entering little more than weapons for the Emperor’s
battle. will, faceless and infinitely replaceable
In 433.M39, the once-loyal world behind their anonymous rebreather masks,
of Krieg declared independence and and they hold self-sacrifice as the highest
renounced the glory of the Emperor. At that of ideals. Few other regiments feel entirely
moment, the world was changed forever. comfortable alongside the Krieg, with
Colonel Jurten, commander of the 83rd morale issues often arising as a result.
Krieg Planetary Defence Force regiment, Commissars assigned to Krieg regiments
gathered to him all those still loyal to the are not required to maintain order and zeal,
Imperium, and struck back against the as is normally the case, but rather, to ease
rebellion, choosing to unleash the horror of interaction between Krieg and non-Krieg
atomic bombardment upon those who had regiments and curb the self-sacrificial
forsaken the Emperor. After five hundred tendencies of their charges.
years of atomic fire, continent-spanning
trench warfare, and thunderous artillery
barrages, the attempted secession of Krieg
was halted, but at great cost: Krieg was a
blasted, irradiated wasteland, barely
inhabitable by equipped for the most
hostile environments, and humans. The
remaining population was forced to exist in
the subterranean bunkers and tunnels that
had spread across the planet during the
war, and found that they could not walk
upon the surface without protective
equipment.
Seeking to atone for the betrayal
their world’s government had committed,
and with no other resources left to offer up
in the tithe, the people of Krieg set about
providing the only thing they had left—
manpower. Hardened by generations of
war in an atomic wasteland, the Krieg
people were already well-prepared to be
sent out into the Imperium as Imperial
Guardsmen. Trained amongst the irradiated
ruins of long-dead cities, raised to sermons
of self-sacrifice and penitence, the Krieg
regiments have commonly been deployed
—often at their own request—to some of
the deadliest warzones, from the toxic ash
wastes that surround many hive cities, to
brutal wars of attrition and years-long
sieges.
The Krieg have gained a reputation
for their grim attitude and uncompromising
nature. Disdainful of retreat or surrender,
and fighting without fear of death, the

39
Regimental Backgrounds
Given the depleted population of The Krieg 616th Siege Regiment
Krieg, it is a wonder that so many Originally consisting of over thirty
Guardsman can be produced, even with the thousand warriors, the 616th Siege
entire world’s remaining efforts devoted to Regiment is newly-raised from their self-
that end. Vicious rumours continue to inflicted hell of a home world, as part of
circle around the world’s regiments, of the first wave of Krieg forces redirected
unnatural methods used to bolster birth and from Vraks. Since their arrival in the
recruitment rates, producing children Spinward Front, these regiments have
artificially to ensure that there are always found themselves embroiled in some of the
soldiers to give their lives for the heaviest fighting, such as besieging Mek-
Emperor’s wars. To date, no investigations Boss Dregrukk’s Stompa manufactories on
by the Adeptus Mechanicus have presented Asterion, or battles amongst the defenders
any evidence of this, but speculation on Kulth.
continues nonetheless. Like many Krieg regiments,
individual troopers tend to have little in the
The Death Korps of Krieg in the way of personal identity, often stripped of
Spinward Front their sense of self during training, even
It was never originally planned that removing their names in favour of a simple
regiments of the Death Korps would serve designation. This attitude often spreads
in the Spinward Front, and they are only a even to the officers, with many simply
very recent arrival. Instead, countless known by the designation of their platoon,
Death Korps regiments, comprising siege company or regiment. This is the case
infantry, armour, and artillery, were being within the 616th, with its commanding
shipped from their home world of Krieg to officer known only as Colonel Six-Sixteen.
Vraks Prime in the Scarus sector, a world Regarded by his peers in other regiments
dominated by the forces of the Apostate as being little more than a mouthpiece for
Cardinal Xaphan. Countless millions of the orders issued by more senior
Krieg soldiers had already been shipped to commanders, Colonel Six-Sixteen is a
Vraks to wage the early years of a siege quiet, unassuming figure, seldom seen
campaign planned to last a decade. without his greatcoat and rebreather, whose
However, due to reasons only leadership abilities are effective, if
known to the scribes of the Departmento unimaginative. The nature of Krieg
Munitorum, many of these regiments from regiments is such that little more is
Krieg were diverted. Being located only a necessary. For the most part,
relatively short distance from Vraks, the interregimental communications are
Spinward front received these diverted handled by the 616th’s current senior
regiments, and in 816.M41, thirty Krieg Commissar, Anton Kraevan.
regiments arrived on Kalf to receive orders.
The majority deployed to Kulth, while New Background Package: Death Korps
others were despatched to the bastions on of Krieg
Ashen, the Ork-dominated manufactories Cost: 200
of Asterion, the subterranean mines of Skills (Choose 2): Common Lore
Virbius, and the hostile duality of Janus, (Ecclesiarchy), Common Lore (Imperial
where the nights freeze and the days burn, Creed), Common Lore (Imperial Guard),
to reinforce the conflicts on those worlds. Common Lore (War), Intimidate, Tech-Use
Talents (Choose 1): Nerves of Steel,
Resistance (Fear), Resistance (Poison)
Gear: Death Korps of Krieg Uniform and
Armor Heraldry, Respirator
Special: May purchase not selected Skills
later for 100 XP each and not selected
Talents for 200 XP each. 40
Elysian Drop Troopers
Regimental Backgrounds
“The enemy commanders think themselves distant world. Little compares to the awe-
safe from the Emperor’s Wrath behind inspiring sight of an entire regiment of
kilometres of fortifications and legions of Elysian Drop Troops, thousands of soldiers
warriors. They did not account for us. strong, dropping by grav-chute and
Make your peace with the Emperor, men— rappelling from Valkyrie Assault Carriers,
we drop in two minutes.” supported by similarly air-mobile Sentinel
–Colonel Johanna van Meer, Elysian 13th walkers and Tauros scout vehicles.
“Helldivers” Drop Troops
Elysia is a civilised world in the
wilderness, existing at the edge of a
colonised spur of territory within the
Segmentum Solar. Surrounded by untamed
worlds, barren moons, and a variety of gas
clouds and asteroid fields, the region is a
haven for pirates and renegades, who must
constantly be kept in check to prevent
lawlessness from overrunning the system.
Much of the Elysian planetary defence
force is thus required to serve the dual role
of defending their home world and
suppressing pirate activity in the
surrounding area. Due to this necessity,
Elysian soldiers are well-versed in ship-to-
ship boarding actions and similar
strategies, rapid strikes in concert with
orbital and aerial support being the only
effective way of combating elusive
enemies, such as those the Elysians
routinely face.
As a result of this, Imperial Guard
regiments raised from Elysia are regarded
as somewhat unorthodox. Conventional
infantry, armour, and artillery formations
are rare, with the bulk of Elysians
becoming the famed Drop Troops. Rare
within the Imperial Guard as a whole, Drop
Infantry regiments are a potent strategic
asset which many Generals are eager to
obtain, and Elysia produces a considerable
quantity of such regiments, whose skills
are employed across the galaxy.
Each Elysian must spend a single
tour of duty within the forces guarding
Elysia itself before they will be considered
for service within the Imperial Guard. After
this time, with each soldier becoming
veterans of a dozen or more battles,
potential recruits are drilled for months in
the art of airborne assault by grav-chute
and aircraft, working to perfect those skills
before being deployed to a warzone on a

41
However, their favoured strategies The Elysian 13th “Helldivers” Drop
also come with their own problems. Drop Troops

Regimental Backgrounds
Trooper regiments cannot be supported by The Elysian 13th Drop Troops has
anything much heavier than those light gained something of a heroic reputation
vehicles, denying them the support of the amongst the regiments of the Spinward
mighty Leman Russ battle tank or even the Front, having emerged from seemingly
humble Chimera. Consequently, the impossible odds on multiple occasions.
Elysians struggle in prolonged battles, Dubbed the Helldivers for their tendency to
lacking the endurance and the firepower descend upon the enemy from above and
necessary to hold their ground for a leave destruction in their wake, the Elysian
protracted period. Instead, Elysian Drop 13th are the subject of overblown tales and
Troop regiments are better suited to flights of fancy amongst the masses. The
surprise attacks, ambushes, and guerrilla Departmento Munitorum has only
warfare once they’ve landed, relying on encouraged this, reporting, whenever
mobility to continue their fight. For similar possible, the victories of the 13th, along
reasons, Elysians carry as many supplies as with those other regiments whose exploits
possible to prolong their ability to operate will bolster morale.
behind enemy lines, and their intense The truth is, as always, both more
training ensures that these supplies last as and less than the fictions wrought from it.
long as possible, with availability of Colonel Johanna van Meer, the regiment’s
ammunition being a particular problem, commander, is daring, optimistic,
alleviated by ensuring that as few shots are courageous, and more than a little
wasted as possible. vainglorious. Her fervour for the glory of
battle has seen the Elysian 13th deployed
Elysian Drop Troopers in the Spinward to the deadliest of conflicts and the most
Front challenging of missions, succeeding at any
Through careful politicking and cost, and to great acclaim. The Helldivers
negotiation at the highest levels, a have suffered great casualties over the
contingent of Elysian regiments was years, and only a handful of companies of
secured for operations in and around the their original ten thousand warriors still
Calixis Sector. While the majority were remain, though each is a veteran of many
quickly claimed for the Margin Crusade, a battles. Only on one occasion have the
few were diverted to support the Spinward Helldivers been reinforced with the
Front. These regiments are held as a remnants of another regiment. After the
strategic reserve by Lord Marshal failed invasion of Avitohol, they bolsteed
Ghanzorik, who is careful to employ such a their diminishing numbers with the
limited resource only when strictly remains of the Elysian 227th Drop Troops,
necessary, unwilling to simply throw the though subsequent campaigns have
valuable regiments into the meat-grinder. reduced their numbers further.
This has not limited the action that
Elysian regiments have seen within the New Background Package: Elysian
Spinward Front, however. So many Drop Trooper
individual warzones and objectives exist Cost: 200
across so many worlds that there are ample Skills (Choose 2): Acrobatics, Awareness,
opportunities and vital conflicts aplenty Common Lore (Imperium), Pilot (Civilian
that are deserving of the Elysians’ rare Craft), Pilot (Military Craft), Survival
talents, from counter-offensives against Talents (Choose 1): Catfall, Die Hard
Dark Eldar raiders on Kalf, to intense Gear: Grav Chute, Knife, Elysian Drop
guerrilla warfare on Horizon and the Trooper Uniform and Armor Heraldry
sabotage of the Ork-dominated shipyards Special: May purchase not selected Skills
above Sickle. However, the Elysian later for 100 XP each and not selected
contingent has suffered heavy losses during Talents for 200 XP each.
the failed assault on Thrax, which saw nine
regiments lost and the survivors stranded
on a world contested by both the Orks and
the forces of the Severan Dominate. 42
Last Chancers
Regimental Backgrounds
You are all here because you are scum, but they carry often pack an incredible punch
you’re the God-Emperor’s scum. You have in a small package, and are well suited to
skills that are useful to Him and whether their stealthy and clandestine assignments.
you wish it or no, they will be made use Even their standard weapons, such
of.” as the run-of-the-mill lasguns they are
–Colonel Schaeffer, commander of the issued, are heavily modified. For
13th Penal Legion protection on certain kinds of missions that
Most Imperial Guard Penal Legions demand that they pay their debt to the
are vast hordes of scum dredged from the Emperor before perishing in his name, they
bottom of the Imperium, turned loose from are even assigned light armour that still
Imperial prisons, given the cheapest allows them the freedom of movement to
equipment, and used as cannon fodder execute their savage stealth raids upon
ahead of more valuable and accomplished enemy positions.
units. The condemned soldiers who Another thing that sets the “Last
populate these regiments fight knowing Chancers” and other, similar apart from
that death is their only escape, and fight their common Penal Legion counterparts is
savagely to seize their last chance at the special training regimen they are put
redemption. through to fulfil their clandestine missions.
However, there are other regiments Some of these groups are subjected to a
that have been similarly condemned but are gruelling, months-long training regimens
two valuable to simply discard—at least, to enhance the natural skills and talents for
not without making sure that their lives are which they were chosen. If their missions
sold at a heavy cost in the blood of the
Imperium’s foes. Some regiments also
carry this practice out on a squad level,
sending those who have disgraced
themselves in the eyes of the Emperor on
critical but nonetheless suicidal missions.
Sometimes, multiple regiments sharing a
field of operations even expunge all of
their “undesirable” elements and form
these condemned soldiers into a savage (if
short-lived) battle group capable of
wreaking terrible damage upon their foes.
Perhaps the most famous of such
groups of desperate “Last Chancers” are
Colonel Schaeffer’s 13th Penal Legion,
who bear that very name and have proven
extremely effective under the direction of
their commander. Unlike the majority of
Penal Legions, men and women belonging
to groups like Colonel Schaeffer’s 13th
Penal Legion and other, similar
organisations are remarkably well
equipped for groups of incorrigible
criminals. Given that such groups are
frequently used by their commanders to
carry out deadly covert strikes,
assassinations, and other underhanded
tactics that more conventional regiments
would never even attempt, the weapons
43
call for it, these recruits might also receive Colonel Schaeffer’s 13th
training in close combat techniques, An oddity among the numerous Penal

Regimental Backgrounds
sabotage, infiltration, different insertion Legions serving the Imperial Guard, the 13th
and extraction methods such as grav chutes Penal Legion, under the command of the
and underwater infiltration, and survival in iconoclastic Colonel Schaeffer, is as much an
all manner of hostile environments. Those experiment in military science as it is a
who survive the training (and safety is military regiment. The regiment is composed
hardly a priority, given the condemned of a motley assortment of criminals,
status of these dishonoured soldiers) gain recidivists, malcontents, madmen, and
the skills needed to be some of the most assorted detritus from the most hardened
vicious and lethal warriors in the Imperial military prisons kept by the Imperial Guard.
Guard. The missions that such condemned Every one is hand–picked by Colonel
soldiers take part in are nothing less than Schaeffer himself and each has some
sheer suicidal madness. They are tasked outstanding skill or natural ability that sets
with missions so clandestine, so dangerous, them apart from their comrades. Following
and so cold blooded that they would give some internal plan of his own, Schaeffer picks
any commander pause. Assassinations, these recruits seemingly at random and offers
mass killings, gathering intelligence, them a “last chance” to atone for their crimes
infiltration of heavily guarded and fortified and put their God–Emperor given talents to
enemy facilities, and the sabotage, theft, good use. What he offers is a full Imperial
and destruction of untold thrones worth of pardon and freedom from prison, what he
property and war materiel are all in a day’s asks is nothing short of their lives, something
work for the 13th Penal Legion and other that most gladly give.
regiments of their uncouth ilk. Upon accepting Schaeffer’s offer, each new
recruit is whisked off to a private, secret penal
Last Chancers in the Spinward Front colony administered by Schaeffer for the sole
Condemned battle groups of purpose of raising his 13th Penal Legion.
colourful and desperate characters have Once there, the recruits spend months training
been used to great effect in the Spinward for every kind of mission in every kind of
Front. Certain commanders find them environment imaginable. If the recruit
valuable for fighting the Severan survives with body and wits intact, he is
Dominate, who are more vulnerable to assigned to one of the many small clandestine
their terror tactics than the Orks or Dark units organised under the 13th Penal Legion’s
Eldar. Others prefer to send them against aegis. These small units are deployed across
the xenos, thinking it best to kill such the galaxy to fight a shadowy war rarely seen
beasts with monsters of their own. One by the average Imperial Guardsman. Colonel
instance of a group of disgraced soldiers Schaeffer has worked hard to hone the
winning back their honour (if not their surviving Last Chancers into a deadly spear
lives) involved squad of Brontian with which he can stab at the hearts of the
Longknives condemned for suffering the enemies of humanity unopposed, when and
disgrace of scars on their backs. As where they least expect it.
penance, the squad was sent across the
ashwastes of Hervara to assassinate a New Background Package: Last Chancers
Severan Dominate Ducal Legate—a Cost: 200
suicide mission. Within hours, they fast- Skills (Choose 2): Concealment, Intimidate,
marched across the volcanic wastes, Shadowing, Silent Move, Tracking
destroyed the Legate’s camp by diverting a Talents (Choose 1): Blind Fighting, Paranoia,
lava flow, slaughtered their foes in an Rapid Reaction
ambush, and returned to their regiment Gear: Penal Legionnaire Uniform and Armor
with the Legate’s head. All members of the Heraldry
squad perished in battle or from exposure Special: May purchase not selected Skills
after returning. A monument made of later for 100 XP each and not selected Talents
hundreds of knives to the “Heartrippers” for 200 XP each.
still stands in the Hervaran ash wastes
south of Cobhan.
44
Maccabian Janissaries
Regimental Backgrounds
“In all things do we take the example of and the site of his miracle was declared a
Saint Drusus, who the Emperor saw fit to Shrine World.
return from death to continue service in To this day, Maccabeus Quintus is a
His name. We endure hardships, as Drusus site of pilgrimage for the faithful across the
did. We show no mercy, as Drusus did. We Calixis Sector, and is the heart of the
drive back the darkness beyond His realm, Drusian Cult within the sector’s
as Drusus did.” Ecclesiarchy. The world’s harsh and
–Verse III of the Janissary’s Oath. unforgiving landscape is walked by
countless pilgrims every year, many of
A world of vast, dry, salt flats, dust- whom spend the remainder of their lives
laden winds, and harsh, chill sun; the fifth there, giving themselves to the devotion of
planet of the unforgiving Maccabeus the Emperor.
system is nevertheless a blessed place. Unlike many Shrine Worlds,
Blessed not because of the resources it is Maccabeus Quintus has a significant
gifted with (which are few), or because of military tradition all its own. Following
the climate (which is harsh), but because of after their patron, discipline and endurance
the faith, for this is the place where a great are regarded as the greatest of virtues, and
man fell and was raised up as a saint by the to defend or expand the Imperium in battle
glory of the Emperor. is regarded as the most pious form of
The chronicles of the Angevin worship. With the sheer number of
Crusade tell that General Drusus, pilgrims arriving on-world each year, a
commanding the Trailward Salient of the considerable population of the devout
Crusade, had pushed towards the Halo exists on Maccabeus Quintus, which in
Stars, hoping to carve out a stable domain turn provides an ample and diverse supply
in what had been a fraught and bitter of potential candidates to the Maccabian
decade of war, when a sudden and vicious militias, the finest of which are chosen to
resurgence of hostilities in the region join the Maccabian Janissaries. To date,
around Spectoris, at his rear, caused his none have refused this honour, for all are
advance to shudder to a halt. The order to driven by faith and the spirit of pilgrimage,
mass and regroup was given. The planet
chosen for this gathering was an
uninhabited world in the obscure
Maccabeus system, and as Drusus’ forces
gathered, the General himself prayed for
guidance, knowing that a wrong choice
could jeopardise the fate of the whole
crusade.
Disaster struck, as, employing
unholy methods, his enemies discovered
Drusus’ location and unleashed a deadly
assassin against him. Drusus fell, but even
as the killing blow was struck did the
power of the Emperor rend apart the
assassin and spare the great man. After ten
days and nights in shadow did Drusus
return, and the light of the Emperor was
within him. In the years that followed,
Drusus knew not defeat; one by one his
enemies fell, and from the ashes of his
conquest, the Calixis Sector was born. In
the centuries following the Crusade,
Drusus was declared a Saint, for his
miraculous return and subsequent triumph,
45
and to become a Janissary is to embark upon a
pilgrimage of a different sort, carrying the the Periphery, the military capabilities of the Calixis
Emperor’s Wrath to dark and distant places. Sector were already stretched to the breaking point,
While it is rare for an Imperial Guardsman ever and little more could be drawn from Segmentum

Regimental Backgrounds
to return to his home world, Janissaries never do reserves or neighbouring sectors.
so—they press on to ever more distant warzones Nonetheless, Maccabeus Quintus continued to
and die fighting on countless distant worlds. recruit soldiers and raise regiments, whipping the
Even those who are demobilised at campaign’s pilgrims into a frenzy of devotion and purgation and
end will often find themselves on other pilgrim doubling the number of regiments mustered, pledging
trails in other parts of the Imperium, guarding the every new regiment to the Spinward Front. At
faithful from the predations of the heretic and the present, the Maccabian Janissaries form the fourth
alien. largest contingent of Calixis-born Imperial
Janissary regiments are extraordinarily Guardsmen in the Periphery, overshadowed only by
well-equipped, clad in finely-wrought armour large musters from the populous Hive Worlds of
adorned with silvered masks in the image of Scintilla, Malfi, and Bront, and given the perpetual
Saint Drusus, and are capable marksmen , well- influx of new pilgrims, it seems unlikely that this
trained at fighting in carefully orchestrated recruitment rate will dwindle any time soon.
formations, often literally battling shoulder-to-
shoulder in serried ranks, unleashing volleys of The Maccabian Janissaries 1322nd
accurate fire into enemy units. Units of The Maccabian 1322nd is on its last legs,
Maccabian Janissaries commonly stand at the having fought on the front lines now for over a
heart of a battle line, their faith and their decade. Like those who came before them, and those
equipment allowing them to hold out against who shall come after, the 1322nd hold no illusions
enemy attack when others might falter. Being about returning to Maccabeus Quintus, and unfettered
united by faith, rather than common heritage, the by thoughts of home, they have endeavoured to be at
Maccabian Janissaries have few ties to the world the forefront of battle whenever the opportunity has
they are named for, and tend to volunteer for arisen. Particularly driven to oppose traitors and
deployments that place them at the forefront, heretics, the 1322nd have come to relish battle
pushing deep into enemy territory, viewing every against Dominate and Chaos forces, and are currently
engagement as another step along their militant embroiled in the multi-front battles that have
pilgrimage. engulfed the resource-rich Karacallia system.
The 1322nd are currently led by Major
Maccabian Janissaries in the Spinward front Gwendolin Tsavice, who has commanded the
During the early days of strife within the regiment for the last two years, since the
Periphery, twelve regiments of Maccabian assassination of Colonel Richter Kamask by a
Janissaries were duty-bound to accompany Dominate kill-squad. Not entirely prepared for
Missionaries voyaging there, to ensure that the command, and haunted by the sudden and malicious
population remained loyal and faithful. Stationed demise of her former commanding officer, Tsavice
within what would become the Spinward Front, has become deeply paranoid, her faith fuelling her
when the Ork invasion came, the Maccabian caution by making her doubt the zeal of those around
Janissaries were already on the front lines, her. His chief advisor, Commissar Kristoffer Novek,
fending off numerous Dark Eldar raids across the has encouraged this righteous scrutiny, and they have
Periphery, and would then form the core of the worked hard to instil a proper sense of wary
Imperial Guard force that was mustered to defend circumspection in the remaining men and women of
the region. the 1322nd.
The subsequent betrayal of Duke Severus
XIII was taken by the Janissary regiments as a New Background Package: Maccabian Janissary
particular affront against their patron saint, Cost: 200
inspiring greater levels of fervour in the Skills (Choose 2): Common Lore (Ecclesiarchy),
Maccabians. Almost immediately, Cardinals Common Lore (Imperial Creed), Intimidate
Hestor and Fortis began calling for a War ofv Talents (Choose 1): Double Team, Rapid Reload,
Faith to cleanse the Periphery of the apostate and Unshakeable Faith
the heretic, so that it could be repopulated by the Gear: Photo Visor Mask (Maccabian Heraldry),
true and the pure. While their zeal was to be Maccabian Janissary Uniform and Armor Heraldry
commended, more practical minds won out; Special: May purchase not selected Skills later for
between the Margin Crusade’s increasing 100 XP each and not selected Talents for 200 XP
each.
demands and the war effort already present in
46
Mordian Iron Guard
Regimental Backgrounds
“No remorse, no mercy, no forgiveness. With resources so scarce, a portion of
Not a single step back, not a single moment Mordian’s tithe to the Imperium is given in
of hesitation. You will not succumb to fear Imperial Guard regiments drawn from the
or doubt, and you will relent only after you disciplined ranks of the Iron Guard. These
have given your last moment for the regiments serve in a variety of roles within
Emperor. Nothing less than this will be the Imperial Guard, but most commonly as
tolerated.” line infantry. They are unusual in their
–Colonel Kostan Drescher, Mordian 18th disdain for traditional doctrines such as
Iron Guard, addressing the newly-raised camouflage, preferring instead to take to
regiment the field in flak-reinforced dress uniforms,
brightly coloured and pristine. This can
A tiny world of overcrowded hive lead many to underestimate the Mordians
cities and scarce resources, Mordian’s in battle, perceiving them as vainglorious,
already limited surface area is reduced naïve, or inexperienced ceremonial troops.
further by simple quirks of rotation and None who have made war against the
orbit. Mordian’s rotational speed and orbit Mordians with such a mistaken opinion
are perfectly synchronised, resulting in a have held it for long, often finding
local day and a local year being of identical themselves blasted apart by precisely-
length, and causing one side of the world timed volleys of fire from serried ranks of
to be bathed in perpetual searing light, unflinching infantry.
while the other is swathed in endless
darkness. The entire population of Mordian
dwells in cramped conditions upon a
region barely a tenth the size of Holy Terra,
forced together into multilevel tower cities.
Together with the scarcity of resources,
which are strictly rationed amongst the vast
population, and the typically dim lighting,
casting entire city-sized districts into an
oppressive gloom, the crowded conditions
breed discontent and thoughts of rebellion.
Standing against this threat is the
Iron Guard. The Iron Guard serves as both
military force and enforcers of order, and
they strive to swiftly crush any uprising in
its infancy, while protecting the world from
external threats. Queue wars and hospice
riots are a common occurrence on
Mordian, and the Iron Guard are thus never
lacking for some threat to quell, whether
from within or without. So named for their
unwavering discipline and dour attitudes,
the Iron Guard are a stark contrast to the
unruly population around them, which
outnumbers them hundreds of thousands to
one, and their precise, rigorously-drilled
combat doctrines have allowed them to
maintain order in the name of Mordian’s
rulers, the Tetrarchs.

47
Mordian Iron Guard in the Spinward individuals into a single lethal entity, with many
Front eyes and many arms, but only one will.
Located within the Segmentum The Mordian 12th Armoured are fine

Regimental Backgrounds
Obscurus, regiments of Mordian Iron example of this, a regiment of some fifteen
Guard are commonly deployed to the companies, each consisting of thirteen Leman
Calixis Sector and surrounding regions, Russ battle tanks, with the command tank in
and as a result, there is a sizeable each company a rare variant of the mighty
contingent of Iron Guard within the vehicle, such as a Vanquisher or Executioner.
Spinward Front. For the most part, these The crews of the 12th are trained to an exacting
regiments’ experience as enforcers of law standard, and understand their roles and duties
and discipline has been invaluable on rear- well enough to require only the most cursory
echelon worlds and in multiregiment supervision by their tank’s commander. This, at
deployments alike, with the Mordians least, is the theory. The Mordian 12th are
often being tasked to serve as provosts for untried and untested except in the mock battles
Commissars, a duty that the Mordians of their training, fought through the cavernous
accept with the same stoicism as any of holds of the troop transport Deliverance during
their required duties. This has resulted in the regiment’s transit to the Calixis Sector.
some resentment, particularly against more Recently moved from the reserves muster on
independent regiments, such as those from Kalf to the eternally-dark battlegrounds of Nox,
Catachan, Elysia, and Tallarn, who regard the 12th have yet to face more than a brief
the interference of these pallid, gaudily- skirmish, against enemies wise enough to
clad outsiders as entirely unwelcome. withdraw in the face of the brutal might of an
Nonetheless, the discipline and proficiency armoured regiment. While each is a veteran of
of the Iron Guard has proven invaluable on the conflicts on their home world, their skills as
the night-shrouded world of Nox, the vehicle crew are still fresh from training, and
mustering yards of Kalf, and the ever- have not yet been tempered by the realities of
shifting defence lines of Kulth. battle.
However, the unwavering resolve Their commanding officer, Colonel
of the Mordians has often proven to be Halon Tanz, is a veteran of decades of riot
costly to the Spinward Front, with the suppression and defensive actions against Chaos
number of Iron Guard regiments raiders—a calm and confident leader, well
dwindling. Numerous regiments have versed in the doctrines of the Tactica Imperialis.
found themselves on the front lines, His warriors, true to the traditions of the Iron
isolated from the chain of command, Guard, obey his every command without
without the explicit order to withdraw and question and without hesitation, and trust
regroup. In such a situation, the Iron Guard absolutely in the chain of command that links
continue firing and reloading with him to each and every man in the regiment,
mechanical precision and efficiency, and from the keen-eyed gunner of Tanz’s own
then fighting with bayonets as their Leman Russ Vanquisher, Iron Spear, to the
weapons run dry, dying where they stand lowliest menial responsible for the cleaning,
rather than retreat. With the numbers of refuelling and simple maintenance of the
regiments available at any given time vehicles between battles.
limited by circumstance and logistics, the
Spinward Front can ill-afford to squander New Background Package: Mordian Iron
lives needlessly, and every act of sacrifice Guard
must be accompanied by a commensurate Cost: 200
gain if the Imperium is to triumph. Skills (Choose 2): Common Lore (Imperial
Guard), Common Lore (Imperium), Common
The Mordian 12th Armoured Regiment Lore (War), Deceive, Drive (Ground Vehicle),
The customary discipline and Literacy
rigourous drills of the Mordian Iron Guard Talents (Choose 1): Paranoia, Technical Knock
serve the vehicle crews of the Mordian Gear: Mordian Iron Guard Uniform and Armor
12th Armour Regiment as well as they Heraldry
serve ranks of infantry fighting shoulder to Special: May purchase not selected Skills later
shoulder. The close-knit Leman Russ crews for 100 XP each and not selected Talents for 200
have been transformed from a group of XP each.
48
Scintillan Fusiliers
Regimental Backgrounds
“They are, without a doubt, the finest the God-Emperor, or even their home
soldiers the Imperial Guard has to offer. world. Instead, most have self-serving
Their training is comprehensive, their aspirations behind their choice to take up
officers brave, their equipment in a high the life of a soldier. For some, it is a form
state of readiness, and their breeding is of rebellion, a way to get back at
beyond reproach. They are destined for overbearing parents for the numerous
great things, and I will do all that is within egregious offences heaped upon their
my power to ensure that they achieve their children. For others it is simply a lark, a
potential.” way to pass the time and avoid the dullness
–Commander-General Pailus, on the of the Scintillan salon society and have
Scintillan Fusiliers 17th adventures that they believe will have as
The Scintillan Fusiliers is the name small chance of personal risk. Some are
given to the combined arms groups hailing also second and third sons and daughters,
from the capitol world of Scintilla. children with little to inherit in the twisted
Composed largely of mechanised and line web of Scintillan society.
infantry regiments with a handful of Many officers are in the regiment
armoured formations and Grenadier units, simply to further their political or social
the men and women of the Scintillan goals, or to gain wealth and glory and
Fusiliers are drawn from the best and eventually a highly paid and respected
brightest that the Scintillan nobility has to administration position as a general officer
offer. The Scintillan 17th, called the with a noble title, a staff, and a generous
“Spireborn” for obvious reasons, are a stipend from the Departmento Munitorum.
particularly famous regiment, largely for Whatever their reasons, there are precious
being the chosen regiment of the powerful
Commander-General Pailus of the
Scintillan 4th Army Group. Favoured by
the Commander-General thanks to their
shared heritage as scions of powerful
Scintillan noble houses and the political
and business ties the Commander-General
maintains among the Scintillan nobility,
the 17th Regiment is known throughout the
Imperial Guard regiments operating in the
Calixis Sector as a “Golden Regiment.”
The Scintillan 17th is the most
archetypical of the Scintillan Fusiliers
regiments acting in the Spinward Front.
These pampered sons and daughters of idle
nobility receive the finest training, are
equipped with the highest quality wargear,
and are assigned to the most prestigious
billets in the Spinward Front. These facts,
along with the habit of those in the 17th
and the Scintillan Fusiliers at large of
looking down upon and condescending
anyone of lesser breeding has given this
regiment a decidedly unsavoury reputation
among the Imperial Guard at large.
In general, the men and women of
the Scintillan Fusiliers rarely join its ranks
out of some sense of duty to the Imperium,
49
few among the Scintillan Fusiliers who see members of regiments with less adherence to
their duty as anything but a means to an stratified social structure and well-worn

Regimental Backgrounds
end. They are rarely deployed far from strategic platitudes.
Scintilla, and when they are it is in the However, a number of regiments stand
softest and most luxurious billets available out from the rest of the Scintillans tithed to
in theatre. A large portion of the soldiers of the Imperial Guard, including the infamously
most Scintillan Fusiliers regiments, even a well-supplied Scintillan 17th “Spireborn,” the
surprising number of infantrymen, are brutal Scintillan 23rd “Hive-Jagers,” and the
accompanied by a servant, adjutant, or Scintillan 112th “Mortis Wardens,” who are
other lackey to assist in day-to-day tasks. noteworthy for being merged with the
Officers of the Scintillan Fusiliers embittered and understaffed Catachan 456th
tend to have many servants and aides de “Wrackwasps” and having nonetheless
camp, and the regiment always travels with reached a friendly fire rate well under the
all of the amenities of home that can be acceptable averages for combined regiments
provided by the Departmento Munitorum within the mere span of a year.
and their own personal purses. Fairly or
not, the Scintillan Fusiliers are often The Scintillan Fusiliers 17th “Spireborn”
considered fops playing soldier by their Despite their reputation for avoiding
more serious counterparts from other the most brutal of conflicts in favour of more
regiments, and the aloof and “sophisticated” encounters, the Scintillan
condescending Guardsmen of the Scintillan Fusiliers 17th recently suffered a stinging
Fusiliers do little that would disabuse their defeat at the hands of the Orks during the
“social inferiors” of this opinion. assault on the planet Aeyras. The regiment is
It is of some note that aside from currently standing down at Firebase Long-
the aforementioned infantry and armour Tooth for reinforcements and resupply. Once
companies, the Scintillan Fusiliers tend to their downtime is at an end, the regiment is
field few of the common Imperial Guard set to be redeployed in the Spinward Front to
units. They consider siege work to be push against the Dark Eldar. It is here that
beneath them, suitable only for criminals Commander-General Pailus believes that the
and peasants who are used to grubbing in skills and abilities of his chosen regiment can
the dirt, and there is no glory, as far as their be put to best use, fighting a cunning and
leaders are concerned, in light infantry and sophisticated enemy rather than grubbing
reconnaissance work. Though various around on backwater planets squabbling with
Scintillan Fusiliers regiments over the Ork rabble. Whether this will be the case or
centuries have been forced by circumstance not remains to be seen. While the 17th is
to fight in protracted sieges, close urban competent despite the meddling and political
combats, and other such “uncouth tasks wrangling of its powerful patron, the Dark
better left to servitors or even feral Eldar are a challenge the likes of which they
worlders” as one officer famously have never faced.
complained, most of the regiments serving
in the Spinward Front have avoided such New Background Package: Scintillan
unpleasant assignments thanks in no small Fusiliers
part to their close connection on Scintilla. Cost: 200
Skills (Choose 2): Command, Common Lore
The Scintillan Fusiliers in the Spinward (Administratum), Drive (Ground Vehicle),
Front Inquiry, Literacy, Speak Language (High
As natives of Scintilla and thus Gothic)
regiments raised near the conflict in the Talents (Choose 1): Air of Authority, Peer
Spinward Front, the Scintillan Fusiliers (Nobility)
have contributed a number of regiments to Gear: Scintillan Fusiliers Uniform and Armor
the war effort. These soldiers, many of Heraldry.
whom view themselves as nobles doing Special: May purchase not selected Skills
their duty to “the common man” or as later for 100 XP each and not selected Talents
elites deigning to assist the unwashed for 200 XP each.
masses, often come into conflict with
50
Tallarn Desert Raiders
Regimental Backgrounds
“The desert, from a distance, can seem to be In the centuries following the
little more than a barren waste, devoid of Horus Heresy, the poisons in the
feature or variation. We who know the desert atmosphere diminished entirely, but the
can see past this façade, for the dunes can world was forever changed. In place of
conceal much of significance. Like the rolling hills, bountiful fields, and broad
sandstorm, we can rise up swiftly to ravage seas, were dunes of sulphurous sand, sun-
our foes, and vanish as swiftly, leaving no scorched plains, and mesas of wind-
trace of our presence but the damage wrought. scoured rock, with what little water
As the burning sun and open sky, to walk remained lingering as vapour in the skies
before us unprepared is to invite doom. We are above. Constructing tall vapour traps that
the desert, and the desert is merciless.” could gather this vital moisture, and
–Colonel Aram Shayan, Tallarn military expanding their subterranean homes with
philosopher tunnels, caverns, and surface domes, the
population was protected from the deadly
Once a fertile, verdant agri-world, sandstorms and extreme conditions. Tallarn
Tallarn was devastated early in the history of has remained this way for millennia.
the Imperium. During the dark days of the With so little to offer to the
Horus Heresy, warriors of the Iron Warriors Imperium’s tithe collectors, the Tallarn can
Legion unleashed powerful virus bombs upon reasonably give only soldiers, and they do
the world’s surface, scouring it of almost all this with pride. Owing to the subterranean
life, and leaving only a few pockets of tunnels they grow up in, and the barren
survivors in subterranean shelters. When the deserts of their home world’s surface, the
Iron Warriors descended from orbit to claim Tallarn people are skilled in fighting across
and fortify this poisoned world as one of their open ground and in narrow tunnels alike,
countless citadels, they faced immediate and and Tallarn regiments still favour the hit-
savage resistance from those who had and-run tactics mastered by their ancestors
survived, braving the surface in armoured during the Horus Heresy, moving swiftly
vehicles that would protect them from the and striking with surprise and precision
virus-infested air. What followed, simply before retreating to regroup and stage the
dubbed the Battle of Tallarn, remains to this next attack. For this reason, the most
day the single largest tank engagement in the common Tallarn regiments are infantry,
history of the Imperium, with hundreds of Rough Rider cavalry mounted on horses or
millions of vehicles clashing and withdrawing the reptilian Mukaali, or armoured
in brutal exchanges over the course of months.
In spite of the sheer size of the conflict, the
Tallarn people could not hope to face the
Traitor Astartes in open battle, and instead
quickly mastered guerrilla
warfare strategies that
allowed them to better elude the
retaliation of the Iron Warriors
forces,vanishing beneath the sands after each
sortie, only to engage in another elsewhere. In
time, the Iron Warriors withdrew from the
world that had been so costly to them, and the
people of Tallarn were given the opportunity to
rebuild. To this day, the Tallarn have a
particularly fearsome reputation for armoured
warfare, and their tank crews are rightly
feared.

51
regiments, all of which focus on some The Tallarn 11th Desert Raiders
particular element of the favoured The Tallarn 11th, together with the

Regimental Backgrounds
strategies of the Tallarn—stealth, Tallarn 220th Armoured and the Tallarn 31st
swiftness, and the killing blow. Many Rough Riders, were despatched to the
Tallarn forces have also come to appreciate Calixis Sector alongside many other Tallarn
the utility of the Sentinel walker, in its regiments, only months after the first call for
effectiveness as a means of crossing even reinforcements. However, due to the vagaries
rough terrain swiftly, without sacrificing of Warp travel, these three regiments have
firepower. only arrived in the last few months, their
Tallarn forces are often somewhat transit delayed by disruptive Warp activity
wilful and independent, their traditional that saw them separated from their transport
skills ill-suited to standing in static battle group and delayed by several years. Believed
lines or holding fortifications, when they lost to the Warp, when the three Tallarn
could be creeping up upon an enemy and regiments emerged at the edge of the Kalf
executing them with the edge of a knife or system, there was more than a little
a carefully-placed shot. As a result, they astonishment, particularly as the Tallarn
are often employed as vanguard and themselves had experienced a journey only
reconnaissance forces, or as the spearhead eight days longer than expected.
of a concerted attack, where their speed With reinforcements desperately
and stealth are of the greatest use. needed, these regiments were immediately
deployed to the front lines, and the 11th
Tallarn Desert Raiders in the Spinward Desert Raiders, known colloquially as the
Front Dune Scorpions, have since found
Like many other regiments fighting themselves in a series of warzones, most
in the Periphery, the Tallarn forces present recently serving as part of the infiltration
there are mostly drawn from forces left mission deployed to Maesa. Particularly
idle. A considerable number of Tallarn known for their proficiency with ambush
regiments of all kinds had been delivered tactics, the Dune Scorpions have claimed as
to the Segmentum Obscurus, and when the many kills with their razor-sharp curved
call for reinforcement came from the daggers as with precise shots from their
Calixis Sector, they were amongst those lasrifles, seldom allowing their foes to see
sent to fight within the Spinward Front. who is attacking them.
Thus far, the Tallarn have more Their commander, Colonel Fiora
than demonstrated their worth to the Javed, is a calm and careful woman,
Imperium, with their particular skills unwilling to act rashly or strike without
helping to combat Dark Eldar raiders considering the terrain, the enemy, and a
attacking Kalf, participating in vicious variety of other factors. Her caution is not
tunnel fighting on Virbius, and sabotaging due to fear, as her men are quick to point out
Ork industry during the Scouring of to anyone who dares imply cowardice, but
Maesa. the result of a keen tactical mind, unclouded
However, because of the slow by vainglory or hubris, and their victories are
progress of the forces in the Spinward a testament to the value of such an approach.
Front, and the limited resources available,
the Tallarn have frequently found New Background Package: Tallarn Desert
themselves engaged in longterm “meat Raider
grinder” conflicts against massed foes. Cost: 200
Lacking the forces to truly push back Skills (Choose 2): Concealment,
against the Ork advance or crush the Contortionist, Navigate (Surface), Silent
Severan Dominate, the war has become a Move, Shadowing, Survival, Tracking
brutal defensive conflict, with little to gain Talents (Choose 1): Deadeye Shot, Sprint
and everything to lose. Nonetheless, the Gear: Tallarn Desert Raider Uniform and
tenacity and ruthless effectiveness of the Armor Heraldry
Tallarn forces have earned them a fearsome Special: May purchase not selected Skills
reputation. later for 100 XP each and not selected
Talents for 200 XP each.
52
Tanith First and Only
Regimental Backgrounds
“As the Emperor protects, so must we.” Alongside their successes, the
–Colonel-Commissar Ibram Gaunt Ghosts’ behaviour managed to earn them a
If the Imperial Guard is the so- number of enemies amongst the other
called “Hammer of the Emperor,” the forces of the crusade, including the
infamous regiment known as “Gaunt’s Volpone Bluebloods and Jantine Patricians.
Ghosts” finds more in common with the The Ghosts negotiated these trials and
medical scalpel: small, fragile, but tribulations, facing threats internal and
incredibly deadly when employed external, and continued to survive to serve
correctly. Its Founding coincides with the the God-Emperor thanks to their incredible
complete destruction of the forest-world of stealth skills and the heroism of leadership
Tanith, and this single regiment and its figures such as Colonel-Commissar Ibram
men contain the last living memories and Gaunt, Colonel Colm Corbec, and Major
traces of their world. Highly skilled in Elim Rawne.
special operations, the Tanith First-and- Of their many engagements during
Only display exemplary small-unit tactics, the Sabbat Crusade, Menazoid Episilon
brilliant leadership, precise marksmanship, and Verghast stand in particular note in the
and uncanny stealth skills. All of these Ghosts’ battle records. On the former, the
abilities were integral to their many regiment contended with a plot devised by
achievements during their time of service
as part of the Sabbat Crusade, a hard-
fought effort to reclaim the worlds that
bear that Saint’s name from the forces of
Chaos.
Until the events that forged the
Tanith First-and-Only, the forest-world of
Tanith most notably exported the
exceptional “nalwood,” and otherwise
went unnoticed amongst the numberless
planets of the Imperium. Colonel-
Commissar Gaunt arrived to take charge of
his troops just in time for disaster to strike
Tanith. A splinter Chaos fleet, fleeing from
an Imperial victory, descended upon
Tanith. Faced with a horrible choice of
deploying his unseasoned troops in a
hopeless defence of their home world or
salvaging what he could, Gaunt chose to
withdraw, and the new regiment escaped
with just enough time to watch the Chaos
ships utterly annihilate their planet.
Despite the trauma of losing their
entire home world, the Tanith very quickly
saw their first action on the fields of war.
The Tanith were tested on brutal
battlefields on Blackshard, Becephalon,
Fortis Binary, and other worlds. Each time,
they acquitted themselves well despite
terrible foes and staggering odds, using
their specialist skills to pull victories from
the jaws of apparent defeat on numerous
occasions.

53
Regimental Backgrounds
a rogue Inquisitor and a Lord-General to useless. If all practical observation is to be
seize control of the Crusade, facing a trusted, a native-born Tanith can never be
corrupted horror from the Dark Age of lost.
Technology in the process. On Verghast, And, of course, the most powerful
the Tanith helped defend the unifying force lies in the loss of their home
manufactorums of Vervunhive, and in the world. Every Tanith experienced the
wake of the battle, drew a large group of incomparable memory of seeing their
reinforcements from the ruined hive. Later home and everyone they knew utterly
in the campaign, the Tanith First-and-Only annihilated by Chaos. Unlike most other
received more external recruits, this time Guardsman, a Tanith cannot even dream of
from the Belladon 81st Reconnaissance returning home some day, and must fight
Regiment, which had also suffered losses knowing that when he dies, so too die
that put it beneath optimal strength. Over some of the last memories of Tanith.
time, the three elements grew into a single, Despite the potential for despair at
cohesive regiment not only in spite of their the loss of their home, this event proved
diversity, but because it. more of a catalyst than a death knell. The
Over the course of the Crusade, the Tanith hold an absolute conviction to make
Tanith would again and again play a the most of their lives, and carry a burning
pivotal role in thwarting conspiracies, desire for vengeance against Chaos that
vanquishing foul servants of Chaos, and allows them to take on seemingly suicidal
safeguarding the Imperium of Mankind. missions with hardly a second thought.
From planet to planet and from victory to Despite the pall of tragedy that always lies
narrow victory, the Tanith First-and-Only’s near a Tanith’s thought, they maintain a
history travels a long, bloodsoaked path of surprisingly jovial attitude when not in
service and sacrifice alongside the Sabbat combat. The Ghosts also boast an
Crusade. incredibly clean record compared to most
Imperial Guard regiments, and rarely merit
Playing a Ghost serious disciplinary action. Although the
The native-born Tanith can be usual collection of low-grade misconduct
generally identified by their pale skin, and misdemeanours can be found, its
which contrasts with their dark hair and officers rarely need to enforce corporal or
blue tattoos. Virtually every Tanith lethal punishment. Because of this
possesses a visible tattoo, although the peculiarity, some other regiments wrongly
number, design, size, and complexity view the Tanith as primitive, unruly
varies wildly between individuals. They barbarians rather than the highly skilled
come from a wide variety of backgrounds, special operations unit they truly are.
as one would expect from a regiment
drawn from the entirety of a forest world. New Background Package: Tanith First
They share in common their exceptional and Only
abilities at stealth, as a standard Ghost Cost: 200
matches or exceeds a scout specialist from Skills (Choose 2): Awareness,
any other regiment. Almost every Tanith Concealment, Navigate (Surface), Silent
boasts an impressive, innate sense of Move, Survival
direction, as the moving forests of their Talents (Choose 2): Quick Draw,
world made navigation via landmarks Resistance (Fear)
Gear: Tanith First and only Uniform and
Armor Heraldry
Special: May purchase not selected Skills
later for 100 XP each and not selected
Talents for 200 XP each.

54
Valhallan Ice Warriors
Regimental Backgrounds
“As inexorable as the winter cold, as ruthless Other worlds would have stumbled, their
as the bitter frost, as certain as death—the people’s morale crumbling in the face of doom.
Valhallans fight only for victory and the Other worlds would have surrendered rather than
Emperor. All else is but a prelude.” face the bestial nightmare of Ork conquest. Other
–Colonel Kasteen of the 597th Valhallan Ice worlds would have failed. Valhalla, however,
Warriors Regimen fought back. Priests of the Ministorum chanted
The desolate Ice World of Valhalla is the paeans to the Emperor side by side with the
birthplace of the famously valiant Imperial embattled Valhallans. Lasguns were fired until
Guard regiments known as the Valhallan Ice their capacitors melted. Officer’s swords were
Warriors. Located in the Segmentum Ultima, broken, bent, dropped from slack hands only to be
Valhalla was once a verdant paradise. However, picked up and wielded anew. The legendary
the planet’s destiny was a harsh one—not long determination of the Valhallans was forged in that
before the end of the Age of Strife, a rogue bloody crucible. The Valhallans’ righteous wrath
comet entered into a collision course with threw back the Orks, grinding down them against
Valhalla’s surface. Although the planet’s the unyielding will of the Ice Warriors. In the end,
defence lasers blasted the comet again and the broken bodies of the Orks were cast into
again, the target was simply too dense and too depthless crevasses to feed the planet’s core.
massive to be deterred. The comet impacted For the Valhallans, reclaiming their world
across Valhalla’s surface, wreaking havoc upon was not enough. In the aftermath of the Ork
the planet’s weather patterns. The collision was defeat, many Ice Warrior regiments sought
on such a scale that Valhalla’s planetary orbit revenge against the Greenskins and joined
was shifted further away from its sun. with other Imperial Guard forces to
Temperatures plummeted, wiping out nearly cleanse the surrounding
every trace of life and covering the world’s sector of their hated foe.
formerly lush plains with glaciers. During this purge, the Ice
The aftermath of the cometary collision Warrior regiments
changed Valhalla forever, reshaping the entire earned a reputation
world into an icy wasteland. The indigenous famous throughout
population of Imperial citizens struggled to the Imperial Guard
survive, battling the elements until finally for austere
carving out new homes in enormous tenacity in battle
subterranean caverns deep beneath the and seasoned
permafrost and ice. Only far below the surface expertise at
and close to the planetary core was there any rooting out Ork
form of heat, forcing the survivors to adapt to warbands. These
life underground. qualities
The comet’s impact was only the were
beginning of Valhalla’s troubles, however. Not displayed
long afterwards, an invading Ork warfleet with
encountered the planet and descended upon
Valhalla in a green tide of savage foes. The
Orks fought the Valhallans for every ounce of
precious food that had been carefully stored
away in a series of ferocious battles beneath the
ice. Every engagement was a scene of bloody
carnage as the Valhallans grimly defended their
homes. The caverns were overcome one at time
by the Ork onslaught, until the Valhallans
stood upon the brink of annihilation.

55
distinction by every last Valhallan soldier in every level. The Valhallans were forced to fall back in
warzone and on every planet visited over the confusion until their higher officers could restore
course of the bitter campaign. Each regiment that proper discipline and order. A shocking revelation

Regimental Backgrounds
fought alongside the Ice Warriors gained a deep uncovered the reason behind these incidents; it was
and abiding respect for their dour courage and soon discovered that several squads in the regiment
unrelenting resolve. had been infiltrated by shapechanging aliens of
unknown origin.
Valhallan Ice Warriors in the Spinward Front The xenos shapeshifters had succeeded at
Valhallan regiments in the Spinward Front assassinating numerous senior officers and squad
are commonly placed into warzones where their leaders, afterwards assuming the identities of the
experience fighting Orks can be best employed. slain and using their authority to cause as much
Additionally, Lord Marshal Ghanzorik seems to havoc as possible. Only the discipline of the
favour the Valhallan’s fighting style, and the Ice Valhallans kept unit cohesion and morale at
Warriors have often been deployed into battlefields acceptable levels, preventing disaster during these
with the harshest environmental conditions. The disruptions. The regimental Commissars
Ice Warriors have made planetstrikes on Maesa and immediately put into action a purge to rid the Ice
have suppressed a mutant uprising on Sisk, but Warriors of the alien threat, and the following
many of the Valhallan senior officers believe that operations on Maesa were conducted with the
Ghanzorik’s future plans for the regiment involve a Valhallan’s customary zeal and precision.
direct strike at Avitohol. Given the failure of the After this narrowly-averted catastrophe, the
last assault on that world, it is very likely that the Valhallan 442nd found a chance to redeem itself on
Valhallans will simply be one part of a much larger the Ork-infested Space Hulk Death’s Door, a massive
attack force, but there is a sense of quiet pride mining station pulled into the Warp and fused with
amongst the Valhallan Ice Warriors that they would the hulls of lost vessels from across the Koronus
be considered for the honour of taking the fight to Expanse and beyond. When the Space Hulk appeared
Grimtoof himself. near the world of Ceprysk, the Valhallan 442nd were
These formations are generally sent to purge it of the Greenskins who had taken up
concentrated into large batteries of heavy artillery residence there before they could threaten the main
—usually Basilisks and Manticores—supported hive of Garhive.
and defended by robust infantry forces. Several The Valhallans relished the opportunity to spill the
Ministorum priests from the Calixian synod have blood their ancient foes, but the bloody reunion was
joined with the Valhallan order of battle, and the cut short when several marauding pirate vessels
Ice Warriors consider themselves blessed to face disabled the transports used to deliver the Valhallans.
the Orks and the Severan Dominate well supported Without immediate extraction available, the
by the Imperial Creed. Valhallans dug in to weather the storm of both Chaos
pirates and Orks. To the credit of their commanders,
The 442nd Valhallan Ice Warriors Regiment when several Imperial Navy frigates arrived to
The Valhallan 442nd is a relatively fresh dispatch the renegades and search for any survivors,
arrival in the Spinward Front, having fought with they found the Valhallan forces largely intact, slowly
distinction alongside numerous other Imperial but surely grinding away at their enemies through the
Guard forces during the final liberation of the artificial trenches and corridors of Death’s Door.
planet Volistadt from Ork invaders. As hardened Somewhat reluctantly, Colonel Rusk agreed to
veterans of the bitter combat on Volistadt, it was abandon the defensive position they had established
expected that the Valhallans would be assigned to a and have his forces extracted that they might serve
reserve force rather than being thrown immediately the God-Emperor elsewhere in the Spinward Front.
back into the front lines. However, the outbreak of
Waaagh! Grimtoof heralded a new requirement for New Background Package: Valhallan Ice Warrior
Imperial Guardsmen, and so the 442nd Ice Cost: 200
Warriors were assigned to spearhead an assault on Skills (Choose 2): Climb, Common Lore
the world of Maesa. The Valhallan’s objective was (Ecclesiarchy), Common Lore (Imperial Creed),
to secure vital strategic locations and relieve other Intimidate, Survival, Swim
forces badly needed in other warzones. Talents (Choose 1): Nerves of Steel, Rapid Reload
Unfortunately, the Ice Warriors suffered a number Gear: Valhallan Ice Warrior Uniform and Armor
of setbacks during their first assault, as Heraldry
organisation failed at nearly every Special: May purchase not selected Skills later for
100 XP each and not selected Talents for 200 XP
each.

56
Vostroyan Firstborn
“Quiet, you dogs! Are you weak-willed home world no longer habitable or
Regimental Backgrounds
agri-worlders, or are you first-born sons of functional, before being shipped out, once
Vostroya? If you receive an order, you act each generation, to serve the Imperium,
as if the Emperor Himself gave it!” never to return. Unusually, the Firstborn
–Sergeant Teodor Arinkev, berating new reinforce their regiments, sending new
recruits recently arrived from Vostroya soldiers out to each one, no matter how far
away it is. This ensures that the youngest
During the dark days of the Horus Firstborn have the experience of hardened
Heresy, Vostroya failed in its duty to the veterans to draw upon, and means that
Emperor. When all across the galaxy was every Vostroyan Firstborn regiment can
war and anarchy, the Emperor commanded trace its existence back to their original
that worlds still loyal to the Imperium send mustering, ten thousand years before. With
forth fighting men to help defend it. every family—from the highest
Vostroya refused, arguing that it could Techtriarchs to the lowliest menials—
better serve the Imperium by continuing to required to send their first-born sons to
devote all its efforts to the manufacture of serve, familial ties within regiments are not
weapons for the Emperor’s armies, and that uncommon, and many young Vostroyans
to give up so much of its populace to have found themselves under the
become warriors for the Imperial Army guardianship of distant uncles and older
would render it incapable of producing cousins, something that encourages a
those weapons in sufficient quantities. The strong bond of brotherhood. Within each
Vostroyans’ refusal to provide soldiers was
met with uncommon mercy once the
Heresy had ended, and they sought to atone
for their mistake, promising to provide the
first-born of every family to the service of
the Imperial Guard.
An industrialised world which has
maintained ties with the Adeptus
Mechanicus since the Age of Strife,
Vostroya is covered in manufactories and
cityscapes, and while not a hive world, it is
nonetheless heavily populated. Its rulers
are known collectively as the Techtriarchs,
a council of native nobility and Adeptus
Mechanicus Archmagi. Most of the
population work in the manufactories,
subjected to poor conditions and long
hours to ensure that weaponry and other
goods are produced in the vast quantities
demanded by the Imperium. For the
poorest families, their first-borns are
provided with an opportunity to achieve
something beyond the toil and frozen
squalor of their homes, and for all on
Vostroya, the offering of the firstborn is
regarded as both a duty and an honour—
their culture places enormous importance
on the repayment of their ancestral debt to
the Imperium.
Firstborn regiments are trained in
the frozen, snow and ash covered ruins of
its ancient cityscapes, on portions of their
57
regiment, the officer corps is composed of The Vostroyan Firstborn 55th
those of noble birth, while the common Like all Vostroyan Firstborn regiments, the
soldiery are drawn from the worker 55th can trace its history back to the reconstruction

Regimental Backgrounds
families that make up the bulk of of the Imperium after the Horus Heresy.
Vostroya’s population. Generations of Vostroyan men have fought, bled,
With both the industrial capacity of and died on countless worlds across the galaxy. It is
Vostroya and its unusual tradition of an old saying amongst their number that Vostroyan
reinforcement, the Vostroyans are blood has been shed on every world in the
particularly well equipped, clad in durable, Imperium, and given the illustrious history of even
plasteel-alloy carapace armour and armed one Firstborn regiment, this may not be too far from
with finely-wrought rifles. These are both the truth.
often passed down through the generations, The Firstborn 55th were redeployed to Fort Drusus
giving the Firstborn a baroque look, further on Kulth about four months after the Orks claimed
embellished by their traditional use of red Avitohol, having already fought with distinction on
dyes and brass metalwork in their uniforms Ashen, Oriad, and Manus Genita during the earlier
and wargear. Vostroyan regiments are most years of the Spinward Front campaign. Since that
commonly line infantry, and are time, the 55th have been relocated to another corner
particularly at home in cold environments of Kulth every other week, holding back Ork and
and urban areas, as these conditions best Dominate incursions before pushing to reclaim
match those of their training back on some scrap of territory from them. This constant
Vostroya. However, Firstborn armoured dance of defence and attack has become something
regiments are not uncommon, turning the of a routine for the 55th, and considerable quantities
Vostroyans’ traditional ties with the of scrip and luxury rations, such as lho-sticks and
Adeptus Mechanicus to the operation of alcohol, have been won and lost by the rank-and-file
powerful battle tanks. in the weekly sweepstake, with individual squads
betting over which warzone on the planet they’ll be
Vostroyan Firstborn in the Spinward Front deployed to next. The regiment’s officers have done
Several regiments of the Firstborn little to curb this, seeing it as nothing more than a
currently serve within the Margin Crusade, means for the men to blow off steam and raise
lending their support during the recent morale between gruelling battles—bad blood
escalation that has seen countless between winners and losers is unlikely, due to the
regiments pass from the Calixis Sector into strong sense of brotherhood within the regiment.
the Halo Stars. It came as little surprise The regiment’s commander, Nikolai Aleksandrov, is
that amongst the reserves brought in from wellregarded by the other officers in his regiment,
outside the Calixis Sector to defend the not purely because of his rank, but because he is a
Periphery were a number of Vostroyan distant cousin of one of the ruling Techtriarchs of
regiments, or that they were amongst the Vostroya, and thus an extremely important member
first to arrive. of the nobility. The rank-andfile have little to no
Alongside a variety of Calixian and interest in this, and most are entirely unaware of his
Cadian regiments, the Vostroyans have high status, but respect the man’s leadership and
served the longest within the Spinward prowess—there is little that Colonel Aleksandrov
Front, earning numerous victories and will ask of his men in battle that he will not do
staving off disastrous defeats. Yet, thanks himself, and he is always found at the front, leading
to their own traditions of reinforcement, the charge or exhorting his men with bellowed
they have remained at close to full strength warcries.
for the entire conflict so far. Consequently,
Lord Militant Ghanzorik has been keen to New Background Package: Vostroyan Firstborn
ensure that the Firstborn regiments stand Cost: 200
alongside his own Maccabian Janissaries Skills (Choose 2): Climb, Common Lore (Imperial
as the core of many defensive lines, Creed), Common Lore (Imperium), Swim
particularly on Kulth, where the battle lines Talents (Choose 1): Deadeye Shot, Rapid Reaction,
shift daily. Rapid Reload
Gear: Vostroyan Uniform and Armor Heraldry
Special: May purchase not selected Skills later for
100 XP each and not selected Talents for 200 XP
each.
58
Chapter 4: Miltarum Equipment
Source Disclaimer: Lore in this section is taken from New Ranged Weapons
Weapons
the Only War Core Rulebook, Hammer of the Emperor, Triplex Pattern Lasgun
and Dark Heresy: Daemon Hunter
Class: Basic Range: 100m RoF: S/3/-
New Weapon Qualities
Dam: 1d10+3 Pen: 0 Clip: 30 Rld: Half
Felling (X): Designed to puncture and to
Special: Lasgun Variable Setting
mangle, this weapon is capable of toppling
Wt: 4.5kg Availability: Scarce Cost: 1000
even the mightiest foes. If the weapon hits, it
ignores a number of levels of Unnatural
Toughness possessed by the target equal to the
number in the parenthesis. For instance, a
Felling (1) weapon ignores the benefits of
Unnatural Toughness (x2) and would reduce
the benefits of unnatural Toughness (x3) by
one multiplier. Weapons listed below gain
this quality in the Dark Heresy Core
Rulebook.
A highly refined variant of the standard
Long Las: Felling (1)
lasgun, the triplex offers alternative firing
Hunting Rifle: Felling (1)
Lasgun Variable Setting: Certain Las modes that make the weapon more versatile on
weapons have a variable setting option, the battlefield. When fired in standard mode, the
weapon uses the Rate of Fire, Range, and
allowing it to fire higher-powered bursts. It
Damage listed. When fired in precision mode,
may be changed to overcharge mode, dealing
the Rate of Fire is changed to S/–/–, the Range
+1 Damage, but using two shots worth of
is changed to 150m, and the weapon gains the
ammunition per shot fired. Further, the lasgun
Accurate Quality. When fired in burst mode, the
may be changed to overload mode, dealing +2
Rate of Fire is changed to S/–/–, the Range is
Damage and gaining +2 Penetration. In this
changed to 50m, and the weapon gains Proven
case, the lasgun uses four shots of
(5) and Felling (1).
ammunition per shot fired, loses Reliable, and
gains Unreliable. Weapons listed below gain
this quality in the Dark Heresy Core Ripper Gun
Class: Exotic Range: 30m RoF: S/-/6
Rulebook.
Dam: 1d10+8I Pen:0 Clip:48 Rld:2 Full
Laspistol
Special: Scatter Wt: 35kg
Lascarbine
Availability:Common Cost: 500
Lasgun
Long Las
Proven (X): Weapons with a Proven Quality
always inflict massive trauma and treat any
dice roll for Damage lower than the Proven
rating (as indicated by the number in
parentheses) as if it were the Proven rating
instead. Thus, a Proven (3) weapon would
treat any die roll of 1 or 2 as a 3 for the
Designed to accommodate the primitive
purposes of calculating Damage.
nature and vast strength of an Ogryn, the ripper
gun is a massive combat shotgun. The
substantial drum feed mechanism of these fully
automatic shotguns is designed to provide
enough ammunition to entertain the Ogryns as
they charge towards their foes. Its firing
mechanism is limited so that the user may not
fire off the entire clip in a single burst-
something that Ogryns are otherwise prone to
due. Ripper guns are also designed to function
effectively as Ogryn melee weapons. In close
59 combat, a ripper gun counts as a warhammer.
Weapon Customizations Custom Grip
Through training and deployment, a The weapon’s hilt, under-barrel grip, or
soldier of the Imperial Guard spends handle is modified to better fit the character’s

Weapon Customization
virtually every moment with his trusted hands. The grip might be textured, changed in
weapons within easy reach. Over time, their size, or grooves might be added that align
primary weapon becomes an extension of perfectly with the character’s fingers. As a
his body. As each soldier becomes consequence of these changes, the character
increasingly familiar with his armaments, he for whom the customisation was performed
may opt to make minor changes to the receives a +5 to Ballistic Skill or Weapon Skill
weapon. Extensive changes would when wielding the weapon. Any other
invariably violate standard doctrine and character wielding the weapon receives a –5
draw the ire of superior officers. However, penalty, as the weapon feels slightly out of
most officers choose to turn a blind eye to alignment when they attempt to use it.
minor tweaks of the weapon. In this way, a Applies to: Any weapon.
character may find solutions to offset bad
habits in the way they carry and wield the Carbine
weapon, but also adjust it so that they may Some Guardsmen prefer a lighter, more
operate at their peak efficiency. manoeuvrable weapon than a rifle, while also
Keep in mind that the changes requiring more stability than a pistol can offer.
associated with customisation are invariably With the addition of a stock and possibly some
minor adjustments. To the casual observer, additional modifications, a pistol weapon can
most of these changes are hardly noticeable. be effectively turned into a carbine. A weapon
It is the very subtlety of these with this customisation changes its type to
customisations that enable the Imperial Basic and increases its Range by half.
officers to turn a blind eye to the tweaks. Applies to: Any Pistol weapon.
However, one or more of these minor
changes may ultimately instil confidence in Deactivate Safety Features
the soldier and increase his overall combat The weapon has been modified so that
performance. its volatile nature is always at the forefront. A
Each character may install up to four weapon with this modification is always ready
customisations to any of their weapons. All to be fired or wielded in an instant. When
customisations require a Routine (+20) using a Ready Action to prepare a weapon
Trade (Armourer) or Trade (Technomat) with this modification, a character may Ready
Test. Success on the Test implements the another weapon or draw another item as part
modification. Characters who suffer two or of the same action. However, any time a
more Degrees of Failure damage their character who is carrying a weapon with this
weapons, requiring that it be returned to the modification suffers four or more Degrees of
supply depot for replacement. If Failure on a Movement Skill Test, this weapon
customisations are attempted in the field fires, activates, or cuts itself free as a result of
when the supply depot is unavailable, such the jostling.
failure causes the weapon to become Applies to: Any weapon.
Unreliable. If the weapon was previously
Reliable, it instead loses that Trait. Extended Barrel
Naturally, if the character loses or replaces a While the Departmento Munitorum
customised weapon, he also loses all of his issues long-lases and sniper rifles to dedicated
customisations. A weapon newly issued snipers, some Guardsmen take it upon
from the supply depot is delivered in stock themselves to modify their weapons to better
conditions. Characters do not have to utilise their skill as a marksman. Often, this is
perform customisations for themselves. most readily achieved with components from a
Instead, another more ably skilled character similar or identical weapon, either scavenged
may make these changes for them. However, from the field or “borrowed” from the
the character who performs the procedure quartermaster. A weapon with an extended
might want some form of repayment for his barrel increases its Range and weight by half.
services. Such compensation is entirely Applies to: Las, Solid Projectile, or Bolt
subject to the whim of the acting player or weapon.
Game Master.
60
Fluid Action takes aim with the weapon, it feels like a
The weapon’s internal mechanisms natural extension of his body. When a
have been thoroughly lubricated and carefully character takes an Aim Action with
Weapon Customization
maintained down to the finest detail. When weapons modified in this way, he receives
the character uses the weapon as part of a an additional +2 bonus on a Half Action or
Semi-Auto Burst Action, he counts as scoring an additional +4 bonus for a Full Action.
one additional Degree of Success than This customisation is compatible with any
actually rolled for purposes of determining the other devices that modify Aim Actions.
number of rounds that hit the target. Note that This customisation is most commonly
this modifier does not affect whether the applied to the stock of a Basic ranged
initial attack hits the target, only whether weapon, but comparable changes may be
additional rounds strike home. Weapons with made to virtually any weapon.
this customisation are trickier to load as the Applies to: Any weapon.
ammunition feed must be more carefully
engaged. Reload time is increased by an Quick Release
additional Half Action. The mechanism for removing a
Applies to: Any ranged weapon capable of magazine is carefully modified so that it
Semi-Automatic fire. may be ejected forcibly and rapidly,
reducing the amount of time required for
Home Materials inserting fresh ammunition. The
Some of the weapon’s components— mechanism could be more thoroughly
typically stock, grip, hilt, or shaft—is lubricated, might have springs or magnets
constructed of materials manufactured or installed, or might use some more
grown upon his regiment’s home planet. This sophisticated system. As a consequence of
serves as a powerful reminder of the these changes, the weapon’s Reload time is
Guardsman’s home and a constant reminder reduced by a Half Action, down to a
of his duty to serve and protect the Imperium minimum of a Half Action. For example, a
of Man. Characters who wield a weapon that weapon that normally took 2 Full Actions
features this modification receive a +5 bonus to reload can be reloaded with one Full and
to any Fear Test. one Half Action.
Applies to: Any weapon. Applies to: Any ranged weapon.

Manual Operation Reduced Weight


Expert marksmen sometimes disdain This customisation involves
the use of automatic weapons, believing that a shaving off excess parts, boring holes
single, well-placed shot is far preferable. As a through non-structural solid features, and
result of this thinking, some veterans modify generally replacing as many parts of the
their weapons to fire only single shots. While weapon as possible with alternative
this may partially be for simple bragging components made of lighter weight
rights, such modifications do reduce the wear materials. In some cases, these materials
on the weapon, maintaining its efficiency over can be obtained from the stores of other
longer periods of time. A weapon with this regiments, while in others, they must be
customisation changes its fire mode to S/–/– fabricated from whatever materials are
and gains the Reliable Quality, or loses the available on the base. Regardless of how
Unreliable Quality, if it had it. the changes are implemented, weapons that
Applies to: Any Solid Projectile or Bolt undergo this customisation decrease their
weapon capable of Semi-Auto or Full Auto weight by 20%, or a minimum of a 0.5 kg
fire. loss. However, the resulting weapon is
substantially more fragile. If it is used in
Modified Stock: melee—either as intended or as an
When the character holds a weapon improvised weapon—it may crumple under
with a modified stock up to aim, its contours an impact. Any unmodified roll of 90–100
perfectly align with his shoulder and cheek. results in the weapon shattering and
The weapon fits his body perfectly and there becoming irreparably damaged.
is no moment of hesitation. As the character Applies to: Any weapon.
61
Reinforced to hide his unsanctioned firearm during
Additional support brackets are inspection. A sawn-off weapon reduces its

Regimental Backgrounds
affixed to the weapon so that it can better range and weight by one quarter and
handle the stresses of battlefield abuse. inflicts an additional +2 Damage when
These brackets could be scavenged from fired at Short Range or closer.
other equipment, custom fabricated from Applies to: Any shotgun or autogun.
alternative components, or simply be from
alternative patterns of comparable Trigger Adjustment
weapons. With the additional Through precise adjustments, the
reinforcement, the weapon is better suited weapon is modified so that its trigger pull
to melee combat. If the customised arm is a better fits with the length of the character’s
ranged weapon, it receives an additional +1 fingers and the way they grip the weapon.
bonus to Damage when used as an This is a very precise adjustment that
improvised weapon. If the base item is a requires careful workmanship to not
Melee weapon, when parried by a weapon disrupt the firing mechanism, safety
with a power field, its chance of features, and the travel length of the
destruction is reduced to 60%. In any case, trigger. When wielding a weapon with a
the weapon’s weight is increased by 20%. finely adjusted trigger, the character is able
Applies to: Any weapon. to aim the weapon and snap off the first
shot much more quickly. During the first
Sacred Inscription Round of combat, a character wielding a
The character inscribes a sacred weapon with this modification receives a
script from the Imperial Creed upon the +1 bonus to Initiative. However, due to the
weapon. These inscriptions are generally variation, if any other individual uses the
etched into the weapon’s surface and might weapon, he suffers a –5 penalty to Ballistic
be lavishly illuminated with valuable Skill Tests made with it.
metals, jewels, and embedded relics, Applies to: Any ranged weapon.
medals, or talismans from members of the
Ecclesiarchy. Characters who wield these
weapons are held in high regard by any
priests or missionaries with whom they
work but are also held to the highest
standards by these same individuals. The
constant reminder of their faith serves to
instil additional courage in the weapon’s
wielder when his faith is tested. The
weapon provides a +10 bonus to any
Pinning Test.
Applies to: Any weapon.

Sawn-Off
While most often applied to
shotguns, other weapons are sometimes cut
down. Though this modification results in
a slight reduction in range and power,
sawn-off weapons are lighter and more
easily manoeuvrable, making them
desirable for city fighting or boarding
actions, where soldiers must be able to
move through narrow doors or other
openings, while keeping their weapon
ready. Sawn-off weapons are also easier to
conceal, a trait which, while desirable for
hive gangers and other criminals, can also
come in handy for a Guardsman attempting
62
Gear and Tools
Regimental Backgrounds
Grav Chute
A smaller version of a jump pack, these rely on suspensor fields to counter gravity to
slow descent. Two small jets on either side above the shoulders offer extra braking as well.
Unlike a jetpack, Grav Chutes are designed only to allow the user to land safely from a long fall
—such as combat drop from a transport—rather than leap into the air.
If the character passes a Challenging (+0) Agility Test or Routine (+20) Pilot (Military
Craft) Test, the grav chute allows for a safe, guided fall from any height, otherwise the character
counts as having fallen two metres for each Degree of Failure.
Availability: Rare Cost: 250

63
Chapter 5: Alternate Ranks

Alternate Ranks
Source Disclaimer: Lore in this section comes from an Alternate Rank, you must first secure
the Inquisitor’s Handbook, Only War Core your GMs permission. Several of the
Rulebook, and Hammer of the Emperor, and
www.warhammer40k.wikia.com. Alternate Ranks may complicate matters
and be at odds with an existing plotline or
This chapter trains its attention on campaign. Second, most Alternate Ranks
Dark Heresy’s Career Path system by include one or more prerequisites, which
expanding your options to offer more you must fulfill before taking the Rank.
flexibility and individualisation through Finally, Alternate Ranks have a minimum
the use of Alternate Career Ranks and Elite level at which they can be taken by the
Advances. Both options, as they are character (and some can be taken by more
expressed here, are firmly rooted in the than one Career Path). The Rank can be
power groups, organisations and worlds of taken at this minimum Rank or at any
the Calixis Sector, and many build on the Rank thereafter.
new options found in the Expanded Once you’ve met all of the
Character Generation system described in requirements and your GM agrees, you
Chapter I. Although these options do offer may select the Alternate Rank. In every
exciting choices and provide impetus for case, the Alternate Rank is “swapped” for
great roleplaying, many carry serious side the Rank you would otherwise have taken
effects. As with any new material, be sure and its Advance Scheme is exchanged for
to gain your GMs permission before the one found in your Career’s normal
investing in one of these options. path. From this point onward, you have
access to these Advances and may spend
Alternate Career Ranks your xp freely on them. The Rank may
The following section details a also indicate some unique ability or Trait
number of Ranks that may be taken during that is gained as well—apply these
your character’s career progression as immediately.
alternatives to the normal path of their As well as offering up a slew of
Career. In many ways these Alternate new abilities and potentials, taking an
Ranks change your character’s potential Alternate Rank, “the path less travelled”
abilities and direction but not their so to speak, has its downsides. You may
fundamental nature: you won’t swap (and probably will) miss out on certain
Career Paths, but rather your character’s Skills and Talents, have your maximum
fate simply takes an unusual detour along ability with certain Skills capped-out
the way. early, or be forced to pay more xp for
These Alternate Career Paths serve them. This is simply the price of
two functions: the first is to offer you an diversifying your character into a new and
opportunity to personalise your character specialised area. Your GM may allow you
and make him or her something unique and to still pick these missed Advancements, if
special. The second is to give characters a appropriate, but as Elite Advances (see
very definite place within the setting, a role Elite Advances from Missed Career
amongst the powers and intrigues of the Ranks) during your next Career Rank.
Calixis Sector. As the astute among you Because taking an Alternate Rank
will notice, each Alternate Rank is firmly complicates the character progression
grounded in a particular conspiracy, system somewhat, it is recommended for
organisation or even cult. experienced players. Remember, though,
that regardless of how many options you
Taking an Alternate Rank have, a finite number of xp caps your
Alternate Ranks are attractive and progress and this is what determines your
for good reason. Gaining new powers, character’s Rank.
Skills and Talents, and giving you more
tools to distinguish your character from
others of your path are all excellent reasons
for acquiring an Alternate Rank. To select
64
Alternate Ranks
Moving On Elite Advances from Missed Career
Once you have accumulated and Ranks
spent enough xp to advance to the next Having taken an Alternate Rank
Rank, you do so as normally. If your means that your character has deviated
Career Path splits, you must choose one from the regular path and, while the
path as you normally would, your Alternate character will have gained new and often
Rank standing in the stead of any previous unique abilities from this extra-curricular
choice you needed to have made. You must activity, he misses out on what would have
then follow this chosen path normally, been his regular development. In this case,
although you may find your “tangent” has the “missed” Talents and Skills can be
left you missing certain Skills needed as obtained by the character (with the Gms
prerequisites for some of the Advances approval) as Elite Advances for their listed
offered by the new Rank and, to acquire cost in the missed Rank plus 50 xp.
them, you must obtain them as Elite
Advances. More likely, however, you will Rank 0+ Ranks
continue to develop your Advances from There are some ranks in this section
your Alternate Rank to make up for missed that may be taken during Character
opportunities. Creation. If they are, apply the new
starting values to the character. If taken at
a higher rank, do not apply the starting
values, they must be purchased.

65
Brawler

Alternate Ranks
“There we were, the biggest Ork was Some regiments make specific use
coming straight towards us, killing of troopers who prove to be especially
everything in its path. Though we’d have gifted at melee combat with additional
been Emperor-cursed cowards training and equipment and designate them
for doing it, we were about to run. as close combat specialists. In battle, such
Suddenly, trooper Bjarki gave a warriors might perform as line troopers for
snarl, jumped on the beast’s back, and set most of the time, but step to the fore when
himself to work, laying about the time comes to fix bayonets and engage
with his knife and his teeth and his bare the enemy in the bloody maelstrom of
hands. By the time he passed hand-to-hand combat.
out from fatigue, he’d broken half of the Other regiments frequently assign
creature’s teeth, put some their particularly talented scrappers to
bloody holes in its chest, ripped its arm certain roles, taking advantage of their
clean off, and struck it a great particular skills as Rough Riders, scouts, or
blow with the severed limb. ‘Course it’s in other ways. Plenty of regiments do not
true—I saw it all myself!” designate specific individuals as melee
–Trooper Hjalti of the Gautlend 81st Rifles specialists but field them nonetheless. This
generally happens on an ad hoc basis,
Many squads seem to have amongst where the largest or most belligerent
their ranks one individual who is troopers find themselves at the head of the
significantly bigger, tougher, or more foul- charge time and time again. With their
tempered than any of the other members of continued survival these troopers become
the unit. Often he is the one that starts unofficial champions to their comrades,
fights with rival groups when off duty. who follow their lead into the maelstrom of
Sometimes, he is the one that breaks them hand-to-hand combat.
up. He is invariably held in great esteem by A squad with a trooper particularly
his squad mates, not least because he is talented at close combat can make
capable banging heads together should the substantial use of his abilities, as well.
need arise. But aside from his effect on When confronted by a singular enemy
morale while away from the field of battle, against which the massed lasguns of the
the brawler has a significant role to play Imperial Guard have little effect, it often
when the las bolts and shoota rounds are falls to a unit’s brawler to take up his trusty
flying thickest. melee weapon and step boldly forward to
The brawler is the individual who accept the challenge.
is invariably tasked with leading the charge While his fellows hold the bulk of
against the enemy and of engaging the the foe at bay, the brawler might go toe-to-
largest, most unpleasant foe he can. In the oe with the largest and most horrific of
warzones of the Spinward Front this often abominations. The resulting combat might
means duking it out with the meanest Orks last seconds or hours, but two things are
of Waaagh! Grimtoof and so any brawler near-certain—only one combatant can
who has survived even one such encounter emerge victorious, and the loser’s
is likely to be a giant amongst men and to comrades will be ground beneath the boots
have very little capacity to feel pain or to of the victor’s allies if they rally around
accept when he is beaten. These Ork-like this victory and sweep forward to glory.
qualities serve the units fighting on the Not all brawlers rely upon raw
Spinward Front well, and so many have muscle to defeat the foe. In fact, some of
amongst their ranks individuals who could the most lethal are those who appear the
be considered brawlers by dint of surviving most innocuous. These are perhaps
such conflicts through savage force of amongst the most dangerous, vicious
arms. killers seemingly born with blood upon
their hands.
66
Alternate Ranks

New Alternate Rank: Brawler


Rank: 3+
Requirements: Weapon Skill 30+,
Strength 30+, Melee Weapon Training
(Any)
Classes: Any except Tech Priest

New Talents

Follow Through
Prerequisites: Crushing Blow
The Brawler is able to throw their entire
body behind any swing, giving all melee
attacks a +2 Armor Penetration.

Melee Weapon Training (Improvised)


The Brawler treats anything that can be
wielded as a weapon as a club (see the
Dark Heresy Core Rulebook).

Weapon Mastery
Prerequisites: Crushing Blow, Melee
Weapon Training (Improvised)
The Brawler is so skilled in wielding melee
weapons that none of them count as
Primitive for the purposes of Armor
reduction and they gain an additional +2
Damage.

67
Breacher

Alternate Ranks
“Am I good with explosives? If I was bad mounted hazard-sense prognosticators and
with high-impact explosives, null-vox jammers that disable command
I wouldn’t be here to explain it to you!” operated mines, point defences, and other
–Trooper Bandro, 34th Elysian Drop security measures.
Troopers When their squad has need of their
Breachers are troopers with a particular unique skills, such troopers are
particularly valuable (and volatile) set of frequently called upon to lead the way in
skills ranging from using demolition any assault upon fortified enemy positions,
charges to breach enemy fortifications to clearing any hazards they encounter. Such
supervising the fortification of the unit’s a duty carries with it a high mortality rate,
own positions. Such individuals are vital for being the first trooper through any
when a regiment fielding any vehicle opening they can make in an enemy
heavier than a Sentinel armoured walker position is extraordinarily dangerous. A
must pass through especially dense terrain canny squad leader always ensures that the
where there are no roads, ranging ahead of trooper filling this role holds back after
the main force and demolishing any having created such an opening, herding
impediments to the unit’s progress. They other, less vital members of the squad
are also incredibly useful and effective through first. Such is the brutal reality of
when facing the enemy, though some life at the speartip of the wars of the
troopers find the obvious enjoyment that Imperium.
many of these soldiers take from high- Breachers are to be found at many
mpact explosives off-putting at best and different levels of the Imperial Guard’s
terrifying at worst. regimental structure, from line troopers
These troopers are frequently to be who are particularly talented with the
found leading the charge against enemy clever placement of grenades to elite scouts
positions, an explosive clutched in each ranging behind a force to detonate bridges
hand and a terrifying grimace on their as a pursuing foe attempts to cross. Where
faces. Such soldiers often have a particular the skills and equipment are to hand, most
knack for locating and bypassing booby regiments ensure that at there are enough
traps, cutting through razorwire, fording troopers with the requisite skills to perform
ditches, climbing over high obstacles and such tasks, and some even aim to have one
blowing holes in walls, doors, such individual per squad. Some larger or
fortifications, and enemy soldiers more specialised regiments train all of the
unfortunate enough to be in their path. To troopers in particular squads in these
this end, these troopers often carry a range advanced demolitions tactics, so that they
of specialised equipment to assist with any can make better strategic use of explosive
such tasks they might be assigned. surprises for their foes. Many Imperial
Depending on the equipment available, Guard breachers are first and foremost line
these can range from the most basic tools troopers, albeit ones upon whom entire
such as axes, wire cutters, and collapsible massed formations must rely when
ladders to hand held scanners, helmet- assaulting heavily fortified enemy
positions.

68
Alternate Ranks

New Alternate Rank: Breacher


Rank: 3+
Requirements: Int 30+, Demolitions
Classes: Any Except Tech Priest

New Talents

Acrobatic Avoidance
Prerequisites: Acrobatics +10, Demolition
+10, Dodge
The Breacher knows how best to
get out of the radius of explosions. When
making a Dodge test to avoid an explosive,
first make a Challenging (+0) Acrobatics
Test. This increases the number of spaces
the Breacher may dodge out of a blast.

Precise Detonation
Prerequisites: Demolitions +20
The Breacher makes a Challenging (+0)
Demolitions Test before throwing or
placing an explosive. If successful, the
explosive gains +1 Damage and +1
Penetration for each degree of success
when it is set off (if thrown) and +2
damage and +1 Penetration for each degree
when it is set off (if placed).

Shockwave Enhancement
Prerequisites: Demolition +20, Precise
Detonation
The Breacher treats all Blast Radii as 2
greater than listed.

69
Commissar

Alternate Ranks
“A leader is a man who possesses the position allows them unfettered access to
ability to get others to do what any member of the Imperial Guard or any
they do not want to do, and enjoy it all the of its facilities, and they mete out their
while.” brutal punishment without doubt, secure in
–Commissar Johann Holzel, 81st Falco the knowledge that what they do is for the
Infantry ultimate betterment of the Imperium as a
whole.
Raised up in the halls of the Schola Thanks to both their training and,
Progenium, Commissars are, by and large, typically, natural inclination, Commissars
the orphaned children of highly-respected prefer to carry out their work as close to
Imperial Guard officers. From an early age, the front lines as possible. Most serve
these young potential Commissars go alongside their charges, taking the fight to
through a rigorous education and the God-Emperor’s enemies while ensuring
indoctrination process that includes the moral purity and unquestioning loyalty
scholastic and ecclesiastical studies, as of those in their care by example, and,
well as military training every bit as when called for, visiting the harsh justice
demanding as that undergone by their of Him on Earth to cowards and
Storm Trooper colleagues. Throughout backsliders. Despite their constant,
their studies, they are observed and inimitable presence and the punishment
evaluated, probed for physical or spiritual they mete out, Commissars are typically
weaknesses that would disqualify them seen as a blessing by the Guardsmen they
from this vaunted position. Once finished are sent to watch over, a gift from the God-
with their Schola Progenium training, Emperor himself and an omen of sure
many Commissars serve amongst the ranks victory.
of the elite Storm Trooper companies that
they trained alongside. This allows the New Alternate Rank: Commissar
Commissars to experience combat and Rank: 3+
learn tactics and leadership first hand, Requirements: Command or Intimidate
before moving on to take on their true role +10,Destined to Lead, Powerful Presence
as a Commissar. Classes: Adepta Sororitas, Adept,
A combination morale officer and Arbitrator, Guardsman, Scum
political operative, Commissars are tasked
with making sure that every Guardsman New Talents
does his sworn duty to the God-Emperor
and the Imperium. Commissars are Leadership Unquestioned
constantly watching, always on the lookout Prerequisite: Destined to Lead
for weakness or corruption among their The choice selected with the Destined to
charges. They stalk among the ranks of the Lead talent now extends to a range of
soldiery and the officers alike, conspicuous 2*Fellowship Bonus in meters and is an
in their peaked hats and ornate coats. Easy (+10) Test.
Through webs of informants and the use of
propaganda, they control the hearts and Undaunted Presence
minds of the Imperial Guard, moulding Prerequisite: Powerful Presence
both the rank-and-file Guardsmen and their The choice selected with the Powerful
officers into model soldiers, free of doubt Presence talent now grants +15 or -15
or mercy for their enemies. Their unique instead of +10 or -10.

70
Alternate Ranks

71
Commissar-Captain
Commissar-Captain is a rarely-seen

Alternate Ranks
rank that is an intermediary position
between a full Commissar and a
Commissar-General. Though the particular
role of a Commissar-Captain is not easily
defined, it has been observed that
Commissars who maintain this rank have
been seen supervising at a regimental level.

New Alternate Rank: Commissar-Captain


Rank: 6+
Requirements: Command or Intimidate
+20, Leadership Unquestioned, Undaunted
Presence
Classes: Adepta Sororitas, Adept,
Arbitrator, Guardsman, Scum

New Talents

Leadership Eternal
Prerequisites: Leadership Unquestioned
The choice Selected with the Destined to
Lead talent now extends to a range of
3*Fellowship Bonus in meters and is now
a Very Easy (+20) Test.

Radiant Presence
Prerequisites: Undaunted Presence
The choice selected with the Powerful
Presence talent now grants +20 or -20
instead of +15 or -15

72
Commissar-General
Commissar-General is the senior-most
Alternate Ranks
rank within the Commissariat. Besides their
usual duties, these highly experienced
Commissars are also tasked with the additional
responsibilities of assigning Commissars under
their command to overwatch Imperial Guard
officers and promoting Commissar Cadets to
full-Commissar status.

New Alternate Rank: Commissar-General


Rank: 8+
Requirements: Talented (Command) or Talented
(Intimidate), Leadership Eternal, Radiant
Presence
Classes: Adepta Sororitas, Adept, Arbitrator,
Guardsman, Scum

New Talents

Leadership Exemplified
Prerequisites: Leadership Eternal.
The choice selected with the Destined to
Lead talent now extends to a range of
5*Fellowship Bonus in meters and may be
performed as a Free Action.

Unrelenting Presence
Prerequisites: Radiant Presence
The choice selected with Powerful Presence
may now be used twice per round (or strategic
round if space combat).

73
First Sergeant

Alternate Ranks
Unlike a Master Sergeant, First
Sergeants become liaisons and advisors to
their company commander, and use their
battlefield experience to recommend tactics
and strategies to their commanding officer.

New Alternate Rank: First Sergeant


Rank: 3+
Classes: Adepta Sororitas, Adept,
Arbitrator, Guardsman, Scum
Prerequisites: Command, Watch Your
Backs!, Work the System

Keep Moving!
Prerequisites: Watch Your Backs
The test to use the Watch your Backs talent
becomes Easy (+10) and the benefit now
also allows a number of targets equal to
Fellowship Bonus to treat Acrobatics as an
Untrained Basic Skill if they do not have it,
or allows the Bonus to Dodge to apply to
Acrobatics if they do.

Logistically Minded
Prerequisites: Work the System
The bonus gained from a successful test to
use the Work the System talent increases to
100+100*Degrees of Success.

74
Junior Commissar
Alternate Ranks
Junior Commissars are subordinate Lead Through Fear: As a half-
to full Commissars, performing the role as action, the Commissar may make a
a junior aide in the oversight of the Challenging (+0) Intimidate Test to allow
regiment or voidship assigned to a full all characters in a radius of Strength Bonus
Commissar. They primarily perform as meters a re-roll on a fear test with a +5
adjutants and in an investigatory role as bonus +5 for every degree of success. The
well as carrying out the usual Commissar may attack an ally to remove
Commissarial duties, although they do not fear from a number of targets equal to their
have permission to perform executions Strength Bonus (Including themselves). If
without prior consent from higher ranked the ally attacked is killed, instead remove
officers. Junior Commissars often fear from a number of targets equal to 10
undertake their Commissarial role with times Strength Bonus and grant them +10
smaller formations such as an individual to their next action. This action may be
squad, platoon or company. performed even if the Commissar is
suffering a Fear effect and is taken before
New Alternate Rank: Junior Commissar any actions Fear forces.
Rank: 0+
Starting Skills: Command or Intimidate, Powerful Presence (Choose One)
Common Lore (Imperial Creed), Literacy, Inspiring Leader: Once per round
Speak Language (High Gothic), Speak as a Free Action (or strategic round if space
Language (Low Gothic) combat), choose one character. That
Starting Talents: Pistol Weapon Training character gains +10 to the next action of
(Las) or Pistol Weapon Training (SP), their choice. This bonus must be used
Melee Weapon Training (Primitive) before the Commissar’s next turn.
Starting Gear: Handcannon with 6 rounds Indomitable Presence: Once per
or Laspistol with 1 charge pack, Mono- round as a free action (or strategic round if
Sword, Guard Flak Armor, Commissar’s space combat), the Commissar may choose
Uniform, Imperial Infantryman’s Uplifting one enemy. That enemy gains -10 to the
Primer, 1 Week Rations, 1 Suit of Good next action of the Commissar’s choice.
Quality Clothing This must be used before the Commissar’s
Classes: Adepta Sororitas, Adept, next turn.
Arbitrator, Guardsman, Scum
Special: If The Lathe Worlds is allowed,
New Talents choose either Fellowship or Strength (If
you chose Command or Intimidate
Destined to Lead (Choose One) respectfully.), this can now be purchased as
Inspire the Masses: As a half a cheap advance. Only one Attribute can
action, the Commissar may make a have it’s cost modified in this way,
Challenging (+0) Command Test to allow regardless of the number of Alternate
all characters in a radius of Fellowship Ranks taken with this special ability, and it
Bonus meters an immediate re-roll on a cannot be changed later.
fear test with a +5 bonus +5 for every
degree of success. The Commissar may
spend a Fate point to remove fear from a
number of targets equal to their Fellowship
Bonus (Including themselves). This action
may be undertaken even if the Commissar
suffering a Fear effect, and is taken before
any actions Fear forces.

75
76
Alternate Ranks
Medic
Alternate Ranks
“I pray to slow the blood and staunch the New Alternate Rank: Medic
wound.” Rank: 0+
–Part of the Imperial Catechism of Starting Skills: Chem-Use, Literacy,
Healing. Medicae, Scholastic Lore (Chymistry),
When a regiment of Guardsmen is Speak Language (Low Gothic)
first tithed from a world, they have no idea Starting Talents: Melee Weapon Training
of what to expect. They could travel to any (Primitive), Pistol Weapon Training (Las or
of millions of planets, or face any of SP)
millions of enemies, but the one thing that Starting Gear: Autopistol with 18 rounds
they can all be sure of is that they will see or Laspistol with 1 charge pack, Knife,
combat, and that many, if not all, of them Guard Flak Armor, Medkit, Uniform,
will die to ensure that the Imperium Imperial Infantryman’s Uplifting Primer, 1
endures. It is for that reason that many Week Corpse Starch Rations
Guardsmen are trained in field medicine, Classes: Any except Tech-Priest
not simply just to treat injuries and save
wounded members of the Squad, but to New Talents
help alleviate the worries of many new
recruits; with a Guardsman trained in Medical Adaptability
medicine at their back, they feel safer from Prerequisites: Medicae +10
the inevitable death that awaits them on the The Medic is incredibly capable at
battlefield. keeping things sanitary in even the most
Going by many different names frightful conditions. The Medic cannot
across the varying regiments, Medics are ever take a penalty lower than -10 on any
put in charge of all medical gear and Medicae Test (-20 if using Ascension).
supplies sent to the Squad by the
Departmento Munitorum. Whether they Medical Miracle
receive simple bandages to wrap around Prerequisites: Medicae +20
las-wounds, or sophisticated combatdrugs The Medic now treats all patients
and surgery kits, Medics are the ones who he treats as Lightly Wounded. If the
are entrusted with using this equipment to patient already counts as lightly wounded,
keep their Squad healthy and prepared for they instead heal an additional number of
combat. Many combat patrols, operating wounds equal to their Intelligence Bonus.
behind enemy lines for months, have
stayed alive only due to the medical Surgical Expertise
expertise of one of their squad-mates. Prerequisites: Master Chirurgeon
Medics are specially trained The Medic has learned and
Guardsmen, responsible for providing first mastered the art of surgery. Whenever they
response and front line medical care to use Medicae to treat Critical Wounds, they
fellow Guardsmen on the battlefield. They may be treated as normal wounds for the
are trained as combat medics, fighting purpose of determining how many are
chirugeons equally at home with a medi-kit restored. This also removes any critical
as they are with a lasgun. In battle, they effects (provided limbs are available to be
stand shoulder to shoulder with their reattached, skin is able to be sewn up, etc.).
squad-mates, fighting with equal skill and
fervour, and all the while patching, dosing,
or administering the God-Emperor’s Mercy
to their brothers in arms.

77
78
Alternate Ranks
Operator
Alternate Ranks
“Infantry win firefights. New Alternate Rank: Operator
Tanks win battles. Rank: 0+
Artillery wins wars.” Starting Skills: Drive (Ground Vehicle),
–Old saying amongst Imperial Guard Drive (Walker), Speak Language (Low
artillery officers Gothic)
Starting Talents: Basic Weapon Training
Technology in the 41st Millennia is (Las or SP), Pistol Weapon Training (Las
an arcane science, dabbled in by a rare few, or SP)
and truly understood by none. However, Starting Gear: Autopistol with 18 rounds
these great works of ancient science are of ammo or Laspistol with 1 charge pack,
what keep the Hammer of the Emperor Autogun with 30 rounds of ammo or
rolling forward, crushing the foes of the Lasgun with 1 charge pack, Guard Flak
Imperium. Those rare Guardsmen who feel Armor, Uniform, Imperial Infantryman’s
comfortable around the machine spirits of Uplifting Primer, 1 Week Corpse Starch
these ancient devices are highly valued by Rations
their commanders. Although they do not Classes: Arbitrator, Guardsman, Scum
possess the knowledge of the Enginseer
and other members of the Adeptus New Talents
Mechanicus, they are competent enough to
rouse the machine spirits into action, and Machine Spirit’s Grace
use them to great effect in battle. Whether Prerequisites: Drive (Ground
these men are piloting a mighty Leman Vehicle,Hover Vehicle, Walker), Pilot
Russ into the heat of battle, operating a (Civilian, Military, Spacecraft)
Vox to relay a commander’s orders, or Make a Challenging (+0) Drive or
performing litanies on jammed lasguns in Pilot Test. All those aboard gain a
the trenches, these men are indispensable 5+(5*Degrees of Success) bonus to their
to the Imperial war machine. next attack or avoidance roll.
In the Imperial Guard, those
who work with the war machines of the One with the Chassis
Imperial Guard fall under the Operator Prerequisites: Drive (Ground
Speciality. As with the other Guardsmen Vehicle,Hover Vehicle, Walker), Pilot
Specialities, Operator is not an official (Civilian, Military, Spacecraft)
title, and these men are called by many The Operator no longer factors in a
different names across the Imperium—for vehicle’s Size Modifier to pilot or drive
example, the Lacustan 103rd affectionately checks.
refer to men in their armoured Squads as
“tread-jocks.” Special: If The Lathe Worlds is allowed,
Operators are an invaluable asset, Agility may now be purchased as a cheap
and can quickly rise in the ranks if they advance. Only one Attribute can have it’s
survive the brutality of combat. Some cost modified in this way, regardless of the
eventually become Masters of Ordnance, number of Alternate Ranks taken with this
calling in titanic orbital bombardments special ability, and it cannot be changed
upon their enemy. Others are given charge later.
of the various war-machines fielded,
commanding Chimera transports, Leman
Russ battle tanks, and sometimes even the
mighty Baneblades. Whatever their
function, it is sure that the Operator will
bring the Emperor’s wrath down upon his
foes.

79
80
Alternate Ranks
Scout
Alternate Ranks
Whoever said the jungle is neutral ain’t knowledge of every last threat the
never been where I’m from…” environment might pose to his comrades.
–Trooper Larro, Catachan 93rd Jungle In a galaxy that is host to an unimaginable
Fighters Regiment number of planets over which humanity
might make war, the variety of threats is
Almost every regiment in the great indeed. On one world the primary
Imperial Guard has amongst its ranks men threat to the troopers’ well being might be
and women blessed with a nigh- waterborne bacteria, while on the next they
reternatural empathy with the environment. might be assailed by venomous airborne
Perhaps they were hunters before the parasites. Some worlds are so inimitable to
regiment was founded and spent much of human life that death could come as a
their lives alone in the wilderness. Perhaps result of simply treading on the wrong
they were rangers, responsible for guarding patch of ground or touching the wrong type
their master’s lands from intruders. Maybe of plant. Even those planets not officially
they were something far darker such as designated as death worlds might
bounty hunters or even slavers, and learned nonetheless impose as many casualties on
to master the land and its ways to their own an invading army as does the enemy,
fell ends. through extremes of temperature, native
The primary role of a scout is to life forms, unpredictable weather patterns
lead the way through arduous or hostile and a host of other vectors.
terrain, and to advise his comrades how Lastly, the scout must be a master
best to do so too. Blessed as they are with of stealth. Even in those regiments
keen eyes and an innate sense for the lie of specialising in such tactics, the scout must
the land, the scout is capable of finding a be an expert in all forms of camouflage and
path through terrain others may have adept at silent movement, and he must pass
written off as impenetrable. He can direct on his skills to his comrades as much as he
his comrades as to which flora and fauna can manage. After all, the effective stealth
might be safe to eat. Most importantly, the of the group depends on the subtlety of
scout can use all of his skills to detect each individual member.
enemy ambushes, taking his cue from
anything from an abnormal silence in the New Alternate Rank: Scout
environment to an alien scent carried Rank: 4+
faintly on the breeze. Accomplished scouts Classes: Any except Tech-Priest
can direct their commanders to counter Prerequisites: Agility 40+, Concealment,
such tactics, launching a counter-ambush Shadowing, Silent Move
from an entirely unanticipated quarter.
Thus, in matters relating to the exploitation Light Feet
of terrain, any commander who does not Prerequisites:Acrobatics, Concealment
consider the advice of such individuals is a +10
fool for not taking advantage of the The Scout takes no penalty for
knowledge and the unique insight they can attempting to Concealment, Shadowing, or
provide about the field. Silent Move for moving at a faster pace.
Of course, the role of a scout goes
well beyond taking the point position when Sudden Strike
the unit is passing through difficult and Prerequisites: Concealment +10, Silent
dense terrain. Having received additional Move +10
training in waging war in a wide range of The Scout gains +4 Damage when
environments the Scout must pass on the attacking an unaware or surprised target.

81
82
Alternate Ranks
Sergeant Major
Following the path of a First Sergeant,
Alternate Ranks
the Sergeant Major is the senior enlisted advisor
and liaison to a regimental commanding officer
or to an even higher-ranked Imperial Guard
officer, and is the senior enlisted man for his
entire regiment. When more than one regiment is
involved in a campaign, the senior officer,
usually a Governor-Militant, will appoint one of
the available Sergeants Major to the title of
Command Sergeant Major, indicating that he is
the most senior of the Sergeants Major within all
of the Imperial forces assigned to that theatre for
the duration of the campaign.

New Alternate Rank: Sergeant Major


Rank: 5+
Classes: Adepta Sororitas, Adept, Arbitrator,
Guardsman, Scum
Prerequisites: Command +10, Keep
Moving!, Logistically Minded

New Talents

Duck and Cover!


When a target is affected by the Watch
Your Backs! Talent, they may re-roll one Dodge
or Acrobatics test per round.

Logistical Mastery
When attempting to obtain additional
equipment with the Work the System Talent,
success grants additional funds equal to
200+200*(Degrees of Success).

83
Sergeant
“A good soldier obeys without question. A that the power they wield goes to their head, and

Alternate Ranks
good officer commands without doubt.” they take to brutalising their subordinates.
–Tactica Imperialis Others find themselves in over their heads, and
their fear and inability make them capricious
Sergeants are typically well-respected, and dangerous. Many incompetent or brutal
non-commissioned officers, who fill a number Sergeants have met their end at the hands of
of leadership roles within the Imperial Guard. their subordinates, victims of “accidents” or
The strong backbone of the Imperial Guard, “friendly fire incidents” on the battlefield. In
Sergeants are in charge of the individual general, however, Sergeants are a blessing to a
squads, and much of the day-to-day operation squad. Their experience and knowledge is
of units falls on their capable shoulders. priceless, and surely, without the Sergeants, the
Along with their leadership roles, Sergeants Imperial Guard would suffer greatly.
are tasked with the training and general
education of their subordinates. They are New Alternate Rank: Sergeant
expected to take new conscripts and turn them Rank: 0+
from inexperienced civilians into battle-ready Skills: Blather, Command, Deceive, Scrutiny,
and professional Guardsmen, typically in a Speak Language (Low Gothic)
stunningly short amount of time. The Talents: Basic Weapon Training (Las), Melee
institutional memory of the Imperial Guard Weapon Training (Primitive), Pistol Weapon
also lies largely with the Sergeants and their Training (Las)
colleagues among the non- ommissioned Gear: Laspistol and 1 charge pack, Lasgun and
officers. These senior enlisted men and 1 charge pack, Sword, Knife, Guard Flak Armor,
women typically have years of hard-earned Uniform, Casual Clothes (Common QUality
combat and leadership experience, and tend to Clothing), Imperial Infantryman’s Uplifting
have a better grasp of tactics and command Primer, 1 Week Rations
than many of their superior officers, Classes: Adepta Sororitas, Adept, Arbitrator,
especially those who have never served in Guardsman, Scum
actual combat. It is a wise officer who places
his trust in his Sergeants, especially when new New Talents
to a unit, as the Sergeants typically have the
trust and respect of the men under them Watch Your Backs!
already, and, in some regiments, their support, As a half action make a Challenging (+0)
or lack thereof, can make or break an officer. Command Test, the Sergeant grants to a number
Due to their role as both leaders and of targets equal to his Fellowship Bonus a bonus
instructors, Sergeants in the Imperial Guard to Dodge equal to 5+(5*Degrees of Success).
are expected to lead from the front, driving
their men to feats of valour and glory, and Work the System
setting a strong example for junior enlisted Sergeants are skilled at working under
men and officers alike. A good Sergeant can commanders and getting the job done no matter
keep a squad together even under the most their disposition. Before any mission, the
dire of circumstances, using his command Sergeant may make a Challenging (+0) Blather
skills, natural gravitas, and the earned trust of test to fool the Imperial Bureaucracy, fast talk a
his men, to quell fear and rally shaken superior, or convince a Guard Armorer. If
Guardsmen in their command. successful, they gain a number of credits equal
This is not to suggest, however, that to 50+(50*Degrees of Success) to spend on
all Sergeants in the Imperial Guard are highly- additional equipment for their squad.
respected father figures and competent
leaders, who have the best interests of their Special: If The Lathe Worlds is allowed,
men foremost in mind. In an organisation as Fellowship may now be purchased as a cheap
vast and far ranging as the Imperial Guard, the advance. Only one Attribute can have it’s cost
opposite may be the case. Tyrannical, corrupt, modified in this way, regardless of the number
and incompetent Sergeants litter the of Alternate Ranks taken with this special
noncommissioned officers’ corps. Many find ability, and it cannot be changed later.

84
Alternate Ranks

85
Sharpshooter

Alternate Ranks
“One shot, delivered by a skilled distant for most troopers to hit, they
marksman, is often worth a usually extend to other weapon systems.
thousand heavy bolter rounds.” While every sharpshooter has his favourite
–Trooper Kol, Catachan 203rd Jungle weapon, all are well able to use a wide
Fighters Regiment range of different systems, from missile
launchers to sniper rifles. Regardless of the
Sharpshooters, also referred to as weapon being used, the sharpshooter
marksmen, hawkeyes, scopes, reapers, and displays a keen ability to locate an enemy,
dozens of other terms both official and draw a bead on him, and to unleash the
informal, are experts with single shot killing round at the most opportune
weapons. Such troopers are generally moment. The sharpshooter is a master of
identified during basic training, but just as the doctrine of “one shot, one kill” and can
often are singled out during operations as be relied upon to send a single round, bolt
their natural talents become obvious. or blast towards the heart of an enemy
Having been identified as an exceptional where hundreds, even thousands of rapid
shot, the trooper is labelled as his unit’s fire weapons have missed their mark.
best shot and while he continues to When confronted with such a foe, any unit
perform the same combat duties he commander worth his commission knows
didbefore, he takes on an additional and which of his troopers is best suited to fire
highly specialised responsibility. the shot that might very well turn the battle
In battle, the sharpshooter operates that wins the war that defeats the enemy
as part of his squad or platoon, serving as a once and for all.
line trooper according to the specific
doctrines of his regiment. In many cases New Rank: Sharpshooter
the presence of a sharpshooter in a unit is Rank: 5+
not at all obvious, especially where the Classes: Any except Tech-Priest
designation is an informal one. In other Prerequisites: Ballistic Skill 40+, Deadeye
cases the sharpshooter might wear some Shot, Marksman
form of badge or other insignia, though
generally in such a manner that enemy New Talents
snipers cannot pick him out from his peers.
The only other outward clue that the Armor Piercing Accuracy
trooper has these skills is likely to be the Prerequisites: Mighty Shot, Crack Shot,
weapon he carries. The Troopers who Sharpshooter
possess these particular and deadly skills All weapons with the Accurate
often carry specialised targeting Quality are treated as though they have +2
equipment. Usually, this includes a Armor Penetration, which stacks with
powerful scope mounted on a main modifications and ammo types.
weapon, but sometimes takes the form of
helmet-mounted sighting devices or even Consistent Grouping
permanently grafted-on cybernetic Prerequisites: Mighty Shot, Crack Shot,
augmentations. In those regiments with Sharpshooter
close ties to the Adeptus Mechanicus, a All weapons with the Accurate
sharpshooter might have received Quality treat any damage die that rolls than
extensive augmetics and tactical neural a 3 as a 3.
implants, all wrought to maximise the
native talent he already has for precise fire. Enhanced Accuracy
The expertise that sharpshooters Weapons with the Accurate Quality
hold is hardly limited to their conventional now grant an additional 1d10 damage per 2
weapons, however. While their talents degrees of success, up to a maximum of
frequently manifest themselves through the 2d10 bonus damage.
use of the lasgun to engage targets too far
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Alternate Ranks

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A Note From the Author

Author’s Note
An so my first foray into Dark Heresy is complete, this version as of 5-6-17 (US Date
Notation). Thanks to everyone who has been so patiently waiting for this, I know it’s taken a lot
longer than originally expected. This guide takes a bit of a different basis from my other guides,
and it’s largely due to the final few official releases for Dark Heresy being very powerful. This
guide has a lot more punch in it than my previous guides, and is meant to give other classes the
same kind of flexibility that The Lathe Worlds gave to Tech-Priests.
As always, feedback and critiquing is always welcome and appreciated! I’m also happy
to answer any questions you might have about unclear rules or writing. Leave a comment on
my site at www.lodgeblackmangames.jigsy.com or email me at lodgeblackman99@gmail.com
and I’ll get back to you as soon as I can.
If you’re an artist whose work is featured here and would like to be credited, please
email me with the name you’d like to be credited under and the pieces you’d like credit for as I
found all the images here through Google image search.
Hope you enjoy the guide and happy gaming!

-Lodge Blackman

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