Astra Militarum

"Men, we are the first, last and often only line of defence the Imperium has against what is out there. You and that fine piece of Imperial weaponry you hold in your hands is all that is keeping humanity alive. Most of you will probably not live to see your second year in the Guard and most of you will probably never see your homeworlds again, but I can guarantee you that when you do fall, with a prayer to the most high and mighty God-Emperor on your lips, you will have earned the right to call yourself a man!"

- Staff Sergeant Vermak, 12th Cadian Shock Regiment

The Imperial Guard is the largest military force of the Imperium of Man and also serves as the Imperium's first line of defence from the myriad threats which threaten the existence of the human race in the late 41st Millennium. It is comprised of countless billions of men and women -- hundreds of thousands of different regiments, supported by a vast array of light and heavy armoured vehicles that provide the Guard's primary offensive punch. They are usually the first Imperial force to respond to a threat if a planet's Planetary Defence Force (PDF) fails to suppress it. They also garrison major locations of strategic or cultural interest to the Imperium and are often found in defensive roles. The Imperial Guard is often referred to as the "Sledgehammer of the Emperor"; the sheer amount of force that the Imperial Guard can bring to bear on the enemy is devastating, but is not as direct or as precise as their Space Marine allies, who are described as the "Scalpel of the Emperor." There is no universal uniform or regimental command hierarchy in the Imperial Guard, although it is compulsory for every regiment to have at least one Commissar to maintain the discipline and morale of the men while watching for any signs of corruption or taint in the ranks. However, it is worth noting that a number of worlds copy the uniform used by the regiments of the Cadian Shock Troops, who are viewed as being the most effective of the Imperial Guard's infantry units. The main tactic of the Imperial Guard is to overwhelm the enemy with their endless numbers, while at the same time hammer them into submission with devastating artillery and crush them with powerful main battle tanks.

Combat Doctrine
The Imperial Guard is the largest and most diverse military organisation that the galaxy has ever known. Numbering in the billions and equipped with innumerable tanks and super-heavy war machines, the Imperial Guard serves as both the hammer and the anvil of the Imperium of Man. The Imperial Guard is not a swift and precise military tool like the Space Marines. Instead, it is used to bludgeon a foe into oblivion in bloody wars of attrition that can last for Terran months, years or even decades in many cases. Although a single Imperial Guardsman can never be the equal of even the most raw and unblooded Astartes, there are thousands of men in each regiment and it is in the sheer size of its forces that the true strength of the Imperial Guard lies. An Imperial Guard regiment is mostly uniform in its force composition. Infantry regiments contain no heavy artillery, whilst armoured regiments contain no infantrymen. As a result of this policy, regiments are required to work together in combined arms formations known as battle groups or task forces. This order of battle dates back to the days immediately following the end of the Horus Heresy in the 31st Millennium, when the High Lords of Terra decreed that Imperial Guard regiments should be separate yet interdependent. This was done so that no faction of the Imperial Guard would ever be able to rebel against the Imperium with such devastating effect as the combined arms regiments of the Imperial Army who had joined the Forces of Chaos and supported the traitorous Warmaster Horus.

The Tactica Imperiumsets down the basic template around which all Imperial Guard regiments are to be organised. Each is divided into companies, some with as few as 3, others with as many as 20. Companies are further divided into between 3 and 6 platoons and these platoons each consist of between 2 and 6 10-man squads led by a command squad whose commanding officer is a lieutenant. Terms and naming conventions may vary from regiment to regiment, and while the regimental commanding officer is normally accorded the rank and title of Colonel, the military and planetary culture from which he is drawn may use a different title for the same rank, ranging from "Knight Commander" to "Chief Hetman." This structure is maintained in all the different types of Imperial Guard regiments. In an armoured regiment the individual Guardsmen form tank crews, with each tank taking the place of an infantry squad as the basic unit. These tanks are then formed into squadrons, led by an officer's command tank, and further organised into armoured companies, a number of which make up the entire armoured regiment. In an armoured regiment that consists of super-heavy tanks, each individual tank is treated as being equivalent to an infantry platoon, meaning that such an elite regiment will only number 9 to 12 super-heavy tanks, in addition to its numerous and uncounted supply and services vehicles.

When a combined arms battle group is required, units are drafted from all of the regiments available by a senior officer, such as a colonel or a captain. These formations can vary in size, from company level units of 100 or so men and 5 or 6 armoured vehicles, to a force almost as large as a full regiment. Some battle groups are a balanced mix of infantry and vehicles. Many, however, are specialised for different tactical challenges. A battle group might consist of Chimera-mounted infantry and self-propelled artillery assigned to support a lightning-fast armoured breakthrough, or it may be an entire company of Sentinel combat walkers aiding a light infantry force in a desperate fight in a thick jungle.

Just as regiments provide individual units for the smaller tactical level battle groups, so entire regiments are often drawn together to form massive strategic-level forces called army groups. These forces are led by high-ranking commanders such as generals and high marshals and can consist of any number of regiments, from as few as 2 to as many as several hundred in the largest, sector-wide Imperial campaigns. The method by which Imperial forces make it to a new war zone are often haphazard, with many thousands of troops from dozens of different regiments sent to a stellar region or star system under assault once the Imperial bureaucracy raises the alarm. Such are the vagaries of travel through the Warp, to say nothing of the difficulties of communication posed by the sheer size of the Imperium, that it is only because so many regiments are despatched that a sufficient number of forces arrives in time to be of any use at all in a specific campaign. It is quite common for thousands of Imperial Guardsmen to be lost in Warp Storms during transit, to be attacked by human or xenos pirates or diverted to an entirely different conflict as the need arises. As such, a high-ranking commander cannot depend on receiving the assets he requested to achieve victory in a given war zone and he will have to improvise a new battle plan based on the forces that actually wind up ultimately being at his disposal. That this usually proves more possible than not is a testament to the versatility of Imperial combat doctrine, but even more weight should be given to the sheer amounts of manpower and materiel that the Imperial Guard can bring to bear. With enough perseverance, even an improper tool can be used to reap results -- particularly if a commander is unconcerned with how many of his tools he is willing to lose in the process.

Once an Imperial Guard army group has been assembled where it needs to be, it operates on the same basic principles as a battle group, but on a far larger and more complex scale. Entire regiments of tanks advance under the covering fire of 100 Basilisk self-propelled artillery pieces, supported by human waves of infantrymen. While an Imperial Guard battle group is capable of taking a single tactical objective, an army group can be used to conquer and hold an entire world or even star system, and few enemies of the Imperium are capable of mustering a force that can withstand its sheer momentum.

Operations
The Guardsmen of the infantry form the foundation of the Imperial Guard's structure. However, it is uncommon for regiments to despatch formations made entirely out of Guardsmen without attaching auxiliaries or support elements. In the chain of command, for example, an Imperial Guard officer, often a Colonel or a General, will find himself accompanied by Imperial Sanctioned Psykers drawn from the Adeptus Astra Telepathica's Scholastica Psykana facilities, or officers of the Imperial Navy to relay co-ordinates to harass enemy deployments and conduct interception attempts.

The Imperial Guard is able to draw upon a not inconsiderable number of specialized troops and sub-human and Abhuman auxiliaries. These may include the Storm Trooper Regiments of more disciplined origins, drawn from the Schola Progenium facilities on many Imperial worlds. The Guard can call upon Abhuman Ogryns from Feral Worlds whose brutish strength may be used in order to make up for the Guardsmen's lack of close combat endurance, or Ratling snipers whose small size and nimbleness allows them to infiltrate behind enemy lines where they can wreak havoc with their natural talents behind the telescopic sights of their needle rifles.

Though the Imperial Guard has enough men and firepower to throw up a withering wall of laser bolts, most opponents that close the distance with the Guard's lines find themselves at a major advantage in close combat, which more often than not results in a bloodbath as the Guardsmen find themselves outmatched in melee and slaughtered.

Different types of Imperial Guard Regiments utilize different methods of warfare. Though most of their engagements would count as battles of attrition, often Imperial Guard units will work alongside auxiliaries or specialized units in order to achieve different tactical outcomes some which may include, sabotage, infiltration, demolitions.

The Imperial Guard is the stalwart primary fighting force of the Imperium of Man, capable of dispensing a myriad of specialized troops. The Imperial Guard's most prominent asset is its ability to draw upon endless ranks of Guardsman - drawn from various human-settled worlds. Each Imperial world supplies an annual tithe of Guardsmen, often accompanied by quotas of las-gun production and armoured vehicles in order to sustain the never-ending war machine that is the Imperial Guard. The hierarchy of command and the formations of local Planetary Defence Forces (PDF) may differ from world to world. On some worlds, a PDF may be composed of hiver gangs or other irregular troops or it may be an official, professional army making use of proper military organisation and equipment. In the Imperial Guard, there is only one primary tactical and strategic formation -- the Regiment. The Regiment provides a solid command structure that allows for both versatility and lethality when the application of force is needed in any Imperial warzone. Guardsmen form the bulk of many Imperial Regiments, however it is common for Regiments to exclusively include the support drawn from other Regiments in order to sustain operations. The nature of the Regiment alone is one that requires the support of many other Imperial assets. Infantry Regiments consist mainly of Infantry Squads and Conscript Militia. However, Armoured Regiments may include Armoured Fighting Vehicles and Support Tanks with little to no Infantry, or may only include Guardsmen in mechanized formations, known as Armoured Fist squads, where a single Infantry Squad is attached to a dedicated armoured transport, likely a Salamander or Chimera Armoured Personnel Carrier or its equivalent. Thus, most regiments' Armored Fist squads that are borrowed from other regiments as infantry regiments may have no Chimera APC's. Others may be drop troops trained to drop onto a battlefield using drop ships or Drop Pod-like vehicles or they may have Valkyries attached to them for drop troop insertion. The regiments are mixed once the Imperial Navy's transport vessels picks up all the regiments or brings them to their destination so that tank regiments cannot be outflanked by infantry while an infantry regiment will have an attached artillery battery to back it up.

Imperial Guard Regiments are drawn from all types of planets in the Imperium, from Terra itself to pre-industrial feral and feudal worlds, and the contributions of troops from certain planets like Cadia over the ten thousand years of the Imperium's existence run into the millions. The Imperial Guard is constantly at war, freeing worlds from the influence of aliens or the Ruinous Powers, or defending them from the same enemies. The Imperial Guard relies upon the Imperial Navy for transport to and from war zones. The regiments of Guardsmen are as diverse as the worlds they come from.

Where the Space Marines might fight a war through tactics and efficiency, the Guard can easily afford to crush its opposition amidst thousands of lasgun volleys and hundreds of ordnance blasts. Such is the numerical superiority of the Imperial Guard that even Orks can sometimes find themselves outnumbered by the so-called "Sledgehammer" of the Imperium.

Imperial Guard equipment and weaponry spans a wide range of common Imperial hand-held weaponry, from the standard-issue lasgun to the high-powered Hellgun and Hot-Shot lasgun for Storm Troopers. Likewise, the Imperial Guard soldiers can also range in quality from Cadian Guardsmen who are trained to kill from childhood, to ordinary Imperial citizens dragged from their homes and stores, handed a las rifle and flak jacket and conscripted into the Guard. However, every Guardsmen will be given intensive training, if not on there homeworld then in transit to their first war zone. They are taught how to shoot and use special and heavy weapons effectively for weeks before they are sent into combat, and braced for the inevitable shock of being on a foreign and sometimes alien world. A Guardsman who spent his youth on a hive world will probably never have seen the open sky before, while a savage Guardsman from a feral world will have never seen a city or factory or a motorized vehicle before he joined the Guard.

Imperial Guard Rank Hierarchy
The military organisation of the Imperial Guard is a simple, hierarchical chain of command to which blind adhesion is required, especially from the lower ranks. Independent thinking and action is at best frowned upon, and at worst sanctioned by death. This one-way immutable decision structure is the only method that has proven efficient in coordinating the gargantuan resources necessary for the correct deployment of the Imperial Guard in a given war zone.

The main issues of confusion and incohesion within the Imperial Guard's hierarchy come from the interdependance of the Imperial Guard with the Imperial Navy and the Adeptus Administratum's Departmento Munitorum. Indeed, following the Horus Heresy, the Primarch Roboute Guilliman made sure that no single individual would ever again have enough military power to threaten the stability of the Imperium. Thus, the Imperial Guard furnishes the manpower, the Departmento Munitorum furnishes the materiel and the Imperial Navy ensures air superiority and transports both men and weapons to their objective without intervening directly on the ground other than providing air support. The arrangement has proven effective, but politicking amongst Imperial officers can lead to confusion in the chain of command as they vie for seniority and the most prestigious assignments. It is one of the roles of the Commissariat to ensure, by force of arms if necessary, that the Imperial military's chain of command always remains clear and operationally efficient.

From highest to lowest, the ranks of the Imperial Guard include:
 * Lord Commander Militant (supreme commander of the Imperial Guard and a High Lord of Terra)
 * Warmaster (Lord Solar) (special rank only bestowed upon a general officer who leads an Imperial Crusade)
 * Lord Commander (supreme military commander of one of the five Imperial Segmentae)
 * Lord General Militant (supreme military commander of a designated theatre of operations)
 * General (various different titles for this rank exist)
 * Colonel (various different titles for this rank exist)
 * Major
 * Captain (various different titles for this rank exist)
 * Lieutenant
 * Sergeant
 * Corporal
 * Trooper
 * Commissars, Priests of the Ecclesiarchy, Tech-priests, Sanctioned Psykers, Inquisitors (All have no official rank in the Imperial Guard)

High Command
Since the dark days after the end of the Horus Heresy when the Imperial Reformation was completed by Robute Guilliman, the Imperial Guard has been controlled jointly by the Chancellor of the Estate Imperium, the Master of the Administratum and the Lord Commander Militant of the Imperial Guard. These three High Lords of Terra represent the top of the chain of command for the Imperium as a whole. In matters of strategy, it is the Lord Commander Militant who is the supreme commander of the Imperial Guard, and he is directly assisted by the five Lord Commanders of the Imperial Guard, one for each of the five Segmentae of the Imperium. Since most of the time of the Lord Commander Militant is occupied defending the Imperial Guard's interests in the Senatorum Imperialis, it falls to the Lords Commander Solar, Pacificus, Tempestus, Obscurus and Ultima to ensure the correct day-to-day deployment of the Imperial Guard in their Segmentum. The highest "conventional" rank reachable in the Guard is that of Lord General Militant, the highest rank above the General Staff corps. This rank brings with it command of armies of almost limitless number, and the responsibility for command of a whole theatre of operations. It is the duty of the Lord General Militant to not only ensure military objectives are met, if necessary by negotiating for the assistance of the Adeptus Astartes, but also to ensure that the retaken or defended territories quickly return to the fold of the Administratum and the Ecclesiarchy. It is an uneasy rank to bear, for not only must the Lord General Militant be a keen stategist, he must also be a good politician and have the courage to stand up to the priests of the Ecclesiarchy or even to a Space Marine Chapter Master when necessary.

General Staff
The General Staff of the Imperial Guard is not a coherent organisation; the term is principally used to describe all general officers who serve in the command echelons above those of regimental level. The Imperial General Staff serves the Lord General Militant directly. It is a highly decentralised formation, with its officers present in every battle theatre in the Imperium. Most members of the General Staff bear the rank of General (or the cultural equivalent depending on their homeworld of origin) and each of these men is in command of a battlegroup or multi-regiment force. It is the task of the General Staff to ensure that their objective is met, that the men under their command work efficiently together despite sometimes wildly varying origins and home cultures and that they work well with the forces of the Adeptus Astartes and the Orders Militant of the Adepta Sororitas when they are present. More junior officers can also be found in the General Staff; they are drawn from individual regiments to act as aides and administrative assistants. They do not exercise individual authority over other troops and merely act as conduits between their direct superiors and other officers. A position common in the General Staff is that of Imperial Tactician, a non-command rank that nevertheless is vital. As trained staff officers, Tacticians help to devise and organise battle plans and strategy.

Operating in parallel to this command tree is that of the other Imperial organisations the Imperial Guard comes into contact with, principally that of the Commissariat. Commissars are integral parts of the Imperial Guard command echelons, with every regiment having at least one Commissar attached to it, and likely more. Commissars are also normally included in any General Staff grouping. Occasionally, one or more Inquisitors will also attach themselves to the General Staff, especially where the Imperium faces the Forces of Chaos. Although they are technically allowed to take command of any Imperial Guard force, most Inquisitors leave actual tactical leadership of such a force to its professional officers, only intervening when a situation requiring their particular expertise emerges. Other "civilians" who will operate in parallel to the Imperial Guard's chain of command are the numerous priests of the Adeptus Ministorum who accompany the Guard's soldiers and ensure their devotion towards the God-Emperor, and the Tech-priests of the Adeptus Mechanicus who provide the required expertise to keep the numerous machines and vehicles of the Imperial Guard working. Last but not least come the psykers of the Adeptus Astra Telepathica, the Astropaths and Sanctioned Psykers who will counsel the various officers and allow them to coordinate their efforts and face off against foes who also wield the power of the Empyrean.

Warmaster
An unusual command rank outside the normal hierarchy of the Imperial Guard is that of Warmaster, the Imperial general officer who serves as the supreme commander of an Imperial Crusade. There is rarely more than one Warmaster operating within the Imperium at any one time, due to the extreme powers given to them. The title was created in recognition of Horus' promotion by the Emperor to take his place as the supreme commander of all Imperial military forces during the latter half of the Great Crusade, after the Emperor had retired to Terra to begin work on his secret project to open the Eldar Webway up to human use. At present, the title of Warmaster, officially designated as "Lord Solar" (not to be confused with the Lord Commander Solar who serves as the commander of all Imperial military forces in the Segmentum Solar) is one of the most powerful ranks that can be granted to a general officer of the Imperial armed forces, including officers of the Imperial Guard, the Imperial Navy or even the Chapter Master of one of the Adeptus Astartes Chapters who is commanding a much larger Imperial Crusade force. The rank is officially second in the Imperial military hierarchy only to that of the Lord Commander Militant of the Imperial Guard, who serves on the Senatorum Imperialis as one of the High Lords of Terra and is the commander-in-chief of the Imperial Guard.

The title of Warmaster is bestowed by the High Lords of Terra in the present Imperium only when an Imperial Crusade is being planned and resources from multiple Imperial sectors are needed. The supreme overall command designated by the rank of Warmaster is necessary as inter-and intra-service strife and bureaucratic rivalries might make assembling the materiel required and co-operating in the field difficult for officers of the different services without a clear grant of supreme authority. The rank is not available unless granted by the High Lords of Terra and it is the normal formulation to say that such an individual has been given his or her command by the Emperor himself. There is rarely more than one Warmaster operating within the Imperium at any one time, due to the extreme powers given to the holder of the title.

Some consider the title of Warmaster to be cursed or a sign of ill-omen because of the ties of the rank to Horus and the Horus Heresy, the terrible galactic civil war that tore the Imperium in two over ten thousand standard years ago. This is one reason why the title is rarely granted, and why it is officially designed as "Lord Solar". It is also the reason why the Forces of Chaos now grant that title to the Chaos Lord who is capable, like Horus, of uniting all the many different Chaotic factions under the banner of Chaos Undivided in pursuit of the single goal of destroying the Imperium of Man.

Regimental Officers
According to the Tactica Imperium, Imperial Guard regimental command officers range in rank from Colonel to Lieutenant. In practice, however, the individual regiments making up the vast Imperial Guard are drawn from so many different human worlds and cultures that the actual name given to an officer rank can vary widely across the Guard. Regimental officers always hail from the same world as the troops they command, assuming their officer rank at the initial formation of the regiment. Providing a regiment with officers from its homeworld is an easy but extremely effective way to enhance an enlisted Guardsman's loyalty and morale.

While the exact title of an officer will vary depending on which Imperial world his regiment hails from, the various regimental ranks are standardised as:
 * Colonel - The most senior officer in a regiment and the commander of the regiment.
 * Major - A Major usually serves as the executive officer of an Imperial Guard regiment, and the primary assistant to the regiment's commanding Colonel. This rank is not universal in the Imperial Guard's organisation and only exists in certain regiments
 * Captain - The Imperial Guard's Captains serve as Combat Unit Commanders, and can command either multiple infantry platoons bound together into a company, or multiple Armoured Fists bound together into an Armoured Company. Captains are the most common senior officers found in an Imperial Guard regiment.
 * Lieutenant - Lieutenants are the most junior officer rank to be found in the Imperial Guard. They serve as platoon leaders or as the leader of a single Armoured Fist.

Non-Commissioned Officers
Sergeants, Corporals and other non-commissioned officer ranks act as small unit commanders for the Imperial Guard, as well as providing almost constant oversight of the main body of Guardsmen within a regiment. They carry out any tasks assigned to them by their officers and are essential to the running of the regiment.
 * Sergeant - A Sergeant is a non-commissioned officer of the Imperial Guard who is either in charge of a single squad of 10 Guardsmen, or the tank commander for a single tank. Although they are often tought of as mere grunts, good Sergeants are just as necessary to the Imperial Guard's mission as good Generals, and some Sergeants have gained famous renown thanks to their bravery, resourcefulness or sheer resilience. Legendary Imperial heroes such as Sergeant Lukas Bastonne, Gunnery Sergeant "Stonetooth" Harker and Jarran Kell are all proud to hold the rank and that "they work for a living" rather than enjoy the privileges and pomp of the Imperial Guard's officer corps.
 * Corporal - A Corporal is a non-commissioned officer of the Imperial Guard who serves as a second and aide to his squad Sergeant. He will also serve as a section leader during patrols or on sentry duty when the whole squad is spread out or not employed as a whole. In armoured regiments, it is common to have the main gunners and drivers of all tanks promoted to the rank of Corporal, while the secondary gunners/loaders and the Vox operators remain simple enlisted Guardsmen. This is done to denote the fact that main gunners and drivers hold the most prestigious positions within the armoured machine. It is purely a question of prestige though, for on the battlefield, a tank commander is his vehicle's sole lord and master.

Enlisted Guardsmen
The enlisted rank-and-file troops of the Imperial Guard perform a large variety of combat and support roles and make up the vast bulk of the Imperial Guard's forces. They are the grunts who ultimately get the job done for the Emperor. There are two kinds of troops in the Imperial Guard, namely the "regular" professional Guardsmen who have been raised from their homeworld and trained as part of the Imperial tithe and conscripts. Conscripts are those civilians present in an Imperial Guard warzone who get inducted into the Imperial Guard to replace losses for the duration of the conflict. Well-equipped but poorly trained, Imperial Guard conscripts are often used as reserve troops, manning static defence posts and secondary battle lines, allowing the Imperial commanders to deploy their best troops on the frontline.

Commissariat
The Commissariat attaches one or more Commissars to each Imperial Guard regiment in order to ensure that discipline and loyalty to the Emperor are maintained. A Commissar is a political officer and doctrinal enforcer who has no official rank within the Guard's hierarchy, but he or she has the supreme authority to punish or execute any soldier, whatever his rank, that he judges to have failed in his duties to the God-Emperor. Should the necessity arise, a Commissar can assume command of an Imperial Guard force for the duration of a battle, but he will relinquish it at the end of the fighting to a regular officer.

Adeptus Ministorum
The Preachers and Confessors of the Ecclesiarchy who attach themselves to the Imperial Guard hold no official rank within the Guard's hierarchy, but their fiery sermons and acts of devotion will bolster the faith of the troops and inspire them to greatness, making them fearlessly and zealously rush forward to exterminate the enemies of Mankind in the name of the Emperor. Many a battle has been won by a Priest leading a platoon of Guardsmen forward to purge their opponents in holy flames. However, Imperial Guard officers often consider a member of the Ecclesiarchy attached to their command a mixed blessing: their presence is a potent morale bolster for the Guardsmen, but often a Priest will urge the men into a heroic but tactically unsound frontal charge, forcing the officers to modify their plans on the spot with potential catastrophic results.

Adeptus Mechanicus
The Tech-priests and Enginseers of the Adeptus Mechanicus are honoured guests of any Imperial Guard formation that they are routinely attached to. They hold no official rank within the Guard's hierarchy, but all  Guardsmen are under the direct command to protect them and assist them whenever necessary, such is the importance of their work to the Guard's mission.

Adeptus Astra Telepathica
Sanctioned Psykers and Astropaths are often detached as counsellors to the various commanding officers of the Imperial Guard. They hold no formal rank in the Guard's hierarchy, and are often reviled by the men they serve with, who have been raised on worlds where the ancient human prejudice against those who wield psychic abilities can still be quite strong. The fear of the mutant is so deeply ingrained in the mind of the average Guardsman that Sanctioned Psykers will have a very hard life alongside the men they serve with, and will always be treated with suspicion and watched by their comrades for any signs of daemonic possession or other Warp-taint. Yet the help they can provide to the Imperial Guard thanks to their psychic powers, be it long-range communication or unleashing the potent energies of the Empyrean upon the battlefield, is potent and capable of turning the tide of a close-fought campaign.

Inquisition
An Inquisitor, regardless of which Ordo he or she serves, holds no official rank in the Imperial Guard or any of the other Imperial armed forces. However, upon simple presentation of his Inquisitorial rosette, an Inquisitor can commandeer any Imperial military asset, from a single Guardsman to a whole battlegroup. The most sensible Inquisitors leave the tactical considerations to the professional soldiers, and often use the masses of the Imperial Guard as a distraction whilst they proceed to their objective with a small Kill-team of specialists drawn from their own Acolytes or their Ordo's Chamber Militant, but it is not unheard of for Inquisitors to actually assume command of a large Imperial Guard force, lending their peculiar expertise against a foe to the blunt instrument that is the Guard. Most officers dread being seconded to an Inquisitor, for it is akin to a death sentence: all too often those Guardsmen seconded to service with the Inquisition are callously sacrificed to hold the line to the last man while the Inquisitor purges the heart of corruption with his chosen team of Acolytes or specialists, and even if some Guardsmen manage to survive the mission, Inquisitors never hesitate to execute all those who have come in contact with Chaotic or xenos corruption to prevent its spread to other regions of the Imperium.

Regimental Command Squad
In large-scale Imperial Crusades that usually involve large armies of the Imperial Guard, Guardsmen High Commanders are often found directing the Crusade effort from the rear, keeping with him representatives from the various Imperial Guard Regiments and the occasional Space Marine Chapter involved in the Crusade to keep in constant contact with the fighting components. However, when necessary, the High Commander may take to the battlefield with his aides and bodyguard, boosting his men's morale with his mere presence. High Commanders have a higher rank than other officers normally found at the front lines. A commander has the choice of which regiment to lead from the front, but they can be put into the major sections of all different types of Imperial Guard Regiments.

Company Command Squad
The senior-most officer of an Imperial Guard Company leads his troops as part of a Command Squad. This is the heart of an Imperial Guard army, from where the Company Commander can disseminate orders, execute the Regimental Commander's battle strategy and direct the actions of specific units. The Command Squads typically number five men - the Senior Officer and four of the unit's most competent troopers. They are often given additional training and equipment, enabling them to function as combat medics, vox-operators and other orderlies. A soldier who has displayed gallantry above and beyond the call of duty is often inducted into such Command Squads. This gallant trooper may be permitted to carry the regimental standard, a privileged distinction. The Guardsmen of the Command Squad are equipped with a variety of weapons from the Company's armoury - one carries the company standard, another serves as a medic, a third carries a portable vox unit, and the last soldier acts as the Commander's orderly/bodyguard. The squad may all be mounted in a Chimera. The officer is in continuous contact with his subordinates and coordinates attacks and provides a solid leadership anchor and can have advisers and bodyguards accompany him. The Company Commanders fight on the front line, leading by example, providing their subordinates a solid anchor of leadership.

Commissars and Lord Commissars
Even in battle, a Guardsman may need to be reminded of his duty to the Emperor to overcome his fear, and Commissars are often seen as the Emperor's personal representatives on the battlefield. Stern-faced and grim individual officers trained by the Imperium's Schola Progenium, Commissars are able to either inspire great deeds or strike fear into the hearts of Guardsmen. Either way, these emotions encourage the troops to stand their ground against an often horrific enemy and battle it out to the end.

Commissars are more than just a visible representative of the Emperor of Mankind. They also often take the fight to the enemy, battling against foe after foe to aid their units in battle. Their elevated status marks them apart from the standard hierarchy of an Imperial Guard Regiment's command, and they often operate as autonomous individuals, counseling and advising the commanding officer of a Guard unit. They have the authority to execute sanctioned psykers and Primaris Psykers if they are possessed by the dark forces of the Warp. If a commander or soldier is found wanting, or wavers in his duty to the Emperor, the Commissar has full legal authority to immediately execute him. It is this mix of extreme corporal punishment and courage that makes Commissars such effective boosters of Imperial Guard morale on the grim frontlines of the Imperium. Such is their reputation that in some regiments the wrath of the Commissar is more feared than the enemy.

The Schola Progenium teaches and trains orphans of Imperial Officers until they are ready to be initiated into one of the numerous organisations of the Imperium. Here, young orphans are schooled to love the beneficent Emperor. It is here that many Commissars find their unbreakable strength of their faith in the missionary orphanages. This orphans are recruited into the ranks of the fiercely loyal Imperial Storm Troopers. Commissars are often drawn from the ranks of these elite soldiers. Commissars are also drawn from the ranks of orphans of the Schola Progenium. They learn how to lead and fight in these squads at the Schola Progenium, working their way up to the rank of Cadet Commissar. As such, their training continues on the galaxy's battlegrounds where they are formed into special Commissar Training Squads, fighting alongside Imperial Guard units.

The Commissar-General is the senior Commissar of the regiment with the longest service and most extensive campaign experience. It is the Commissar-General's responsibility to select the most promising recruits from those recommended to him by the schools of the Adeptus Ministorum. After basic Imperial Guard training these become Cadet Commissars and proceed to special training for their demanding responsibilities as Commissars. The best way to achieve this is for the Cadets to be instructed under battlefield conditions. The Commissar-General assigns Cadet Commissars to these special training squads, who are then allocated to specific Imperial Guard officers according to his judgement of the battlefield situation. These squad members are identified by a blue uniform trim and Cadet badge.

A Commissar is then assigned to take the regiment's Commissar Cadets and form their own tactical unit. This Commissar Training Squad is made up of one Commissar and nine Cadet Commissars. The training of these Cadets Commissars has no fixed duration. A Cadet qualifies as a full Commissar on the judgement of the Commissar-General. He will be awarded his Commissar status as soon as he/she is deemed worthy of it by their actions. This newly promoted Commissars provide great inspiration to the other Cadets on the battlefield. The new Commissar can then be allocated Commissarial duties in his own right. Those Cadets who fail in their duties, but has not shown cowardice or insubordination, is relieved of his position and duties. These failed Commissar Cadets are often commissioned in a penal battalion. Others volunteer for service in a Rogue Trader entourage. Sometimes, their destiny will be decided by the Commissar-General or Commissar under whom the ex-Cadet trained.

The few Commissars who survive for long and demonstrate extreme valour and leadership may achieve the rank of Lord Commissars. The gallantry of Lord Commissars is legendary and tales abound of stranded, demoralised Imperial Guard squads being driven to valourous deeds by the leadership of such heroes. Lord Commissars exemplify power and bravery, making them natural leaders with a reputation for turning the tide of battle, snatching victory from the jaws of defeat. Just being in the presence of a Lord Commissar drives Imperial Guardsmen to extreme measures of discipline and in may cases they have been lead without fear into the heat of battle. Lord Commissars are few and far between among the Imperium's forces, but they inspire their soldiers to acts of valour in a way no average Commissar can.

Ecclesiarchy Priests
These fanatical members of the Ecclesiarchy and ministers of the Imperial Cult follow the Imperial Guard on campaigns and battles preaching the righteousness of the God-Emperor. These Priests of the Ecclesiarchy play a vital role in the Imperial Guard, imparting holy teachings of the Emperor and providing spiritual succour to the troops both on and off the battlefield. To these followers of the Imperial Creed there is no higher calling than tending the flocks of the Emperor's armies. They lead by example and gladly martyr themselves on blood-soaked fields of battle. They favour close combat over the use of ranged weapons, as they bring holy death to their enemies and they instill this ideal in the Guardsmen following them, making them equally as ferocious as a Commissar when it comes to motivating men, although they use religious inspiration rather than terror in the way most Commissars do. Ministorum Priests ensure that troops are sufficiently motivated to do their duty without fear, as well as fighting fanatically themselves. In battle they harness the faith of the troops to smite the Emperor's foes. They fill the hearts of nearby Guardsmen with righteous anger through their powerful and rousing oratory, chanting litanies of devotion and mantras of hate. Together they charge down heretics that dare oppose the Emperor, determined to purge such filth from the battlefield.

Tech-priest Enginseer
A Tech-priest Enginseer is a heavily armoured warrior from the Adeptus Mechanicus who can repair tanks and other Imperial vehicles on the battlefield. They can be accompanied by up to five other cybernetic Servitor units, who can aid the tech-priest in ranged combat or repairing vehicles.

A Tech-Priest has numerous cybernetic enhancements which aid them in the performance of their duties, such as when tanks and other vehicles need to be repaired under heavy fire or extreme time constraints. Many tech-priests have their lungs replaced with mechanical breathers or portions of their cerebral cortex replaced with cogitator (computer) circuitry to allow for easier interfaces with the archaic but advanced technology of the Imperium. Some of the more fanatically devoted tech-priests who worship the Cult Mechanicus have their blood replaced with a synthetic oxygen-carrying chemical substitute, to minimize the effects of wounds and injuries inflicted on the field of battle. Many Tech-priests choose to have the serpentine cybernetic servo-arms called Mechadendrites installed, as an extra limb is always useful for both combat and repair duties.

The tech-priest Enginseers are privy to the mystical secrets of the machine spirits that the Adeptus Mechanicus' Cult of the Machine God believes inhabits all Imperial vehicles and technology and they are held in high regard amongst the Imperial Guard's armoured companies, which are comprised primarily of tanks and other vehicles. However, in most Imperial Guard armies, the tech-priests are shunned by their fellow Guardsmen because of their bionic enhancements and cybernetic disfigurements.

Storm Troopers
Storm Troopers are considered superior to other Imperial Guardsmen because of their additional training and indoctrination by the Schola Progenium, as well as their improved personal technology and equipment. They are often used in the vanguard of an assault or as infiltrating troops to carry out special objectives lesser Guardsmen would be unable to undertake. Storm Troopers are ruthless, proficient killers whose combat skills within the Imperial Guard are second-to-none. To complement their superior training, Storm Troopers are better armed and armoured than regular Guardsmen. Their bodies are protected by carapace armour composed of rigid arma-plas and reinforced ceramite plate, protecting them better than the standard issue flak armour. Storm Troopers also wield sophisticated Hot-Shot lasguns and Hot-Shot laspistols - a more potent and lethal form of weapon than the standard issue lasgun. However, the drawback of these weapons are that they are difficult to produce and maintain. These weapons are rarely issued to soldier outside Storm Trooper companies, who are trained to look after and even rebuild these weapons if necessary. These elite units are constantly moving from one war zone to another and are amongst the most experienced units within the Imperial Guard. Storm Troopers are taught to perform covert operations, spearhead assaults into fortified positions and storm key installations.

Ogryn
Ogryn hail from high-gravity Imperial worlds, which led their ancestors to grow taller and much more muscular than most humans during the long years of the Age of Strife before contact with the rest of humanity was reestablished during the Great Crusade. Often drafted into Imperial Guard regiments from the Ogryn Auxilia Legions, these mutant Abhuman offshoots of humanity are large, hulking, intellectually simple and very, very angry. Ogryns tend to be very loyal to anyone they consider a friend and have the same values, personal loyalties and determination as Guardsmen drawn from barbaric feral societies, so the two groups tend to get along very well. Of course, given their tendency for brute force and phenomenal melee power, Ogryns are extremely tough combatants and can serve as a powerful assault force, preventing the enemy from reaching the softer, inner core an Imperial army's standard Guardsmen. Ogryn troops of the Imperial Guard usually wield well-built Ripper Guns, which more often than not are used for bashing the enemy as a club, rather than shooting them. The weapon has a built-in burst limiter to prevent the Ogyrn from shooting off their entire ammunition drum at once, something that would be conceived as great fun to the simple mind of an Ogryn. Ogryns can be mounted in a transport, although they do suffer from a form of claustrophobia and are not at their best when being transported within the confined enclosure of a vehicle. However, it has been found that Imperial Guard officers can get Ogryn into armoured transports with the help of a friendly-faced trooper and a crate of rations. Unfortunately for the trooper, he is stuck in the transport with the hulking Abhumans until they are deployed. Because of their sheer size and bulk, even unarmoured Ogryn can resist large amounts of incoming fire and move up the field to tenaciously assault the enemy's stronger combat units.

Ratlings
Ratlings are small mutant Abhumans who developed on low-gravity Imperial worlds and are unsuitable for use as close combat troops. The Ratlings instead act as perhaps the Imperial Guard's most skilled snipers, and many a regiment has been saved at the last moment only by the pinpoint accuracy of the tiny Abhumans. Ratlings are also great cooks, being able to make anything out of whatever they find (or pilfer). Ratlings are notorious crooks, organizing gambling rings or using their small size to steal whatever is laying around, whether it be a shiny bullet casing or the senior Commissar's peaked hat. Needless to say, Regimental commanders have noticed that rates of petty theft and drug-dealing invariably increase when a Ratlings squad is attached to the regiment. This tendency means the Ratlings make fine profits on the front-lines, where they smuggle in whatever the soldiers need or want - for a price.

Guardsmen
Found in every single Imperial Guard Regiment, the Guardsman is the ubiquitous representative soldier of the Imperial Guard, as he makes up the very backbone of the organisation's fighting force. Armed with low-power laser weaponry known as lasguns, a Guardsmen's lethality is minimal. Armoured with basic Flak armour fabricated from basic metallic alloys, they have little protection in comparison with the Adeptus Astartes and the other intelligent species' front-line warriors. Instead of cybernetic upgrades, daemonic Chaos powers or biological weapons, the Guardsmen face up to the universe's unimaginable horrors with nothing more than a las rifle in their hands and the fire in their bellies. Guardsmen are used differently by their regiment, depending on their commanding officer's preferences. Some regimental commanders choose to use the near-limitless number of Guardsmen like water on rocks - maximum casualties, but a slow and sure victory. Others prefer a sledgehammer style - an enemy will always fall under a volley of a thousand lasguns. Others just use the Guard like flesh shields - force the enemy through the human meat grinder until it works no more. However they are used, the Guard always maintains its faith in victory no matter the cost, in the name of the God-Emperor of Mankind.

Infantry Platoon
The standard and most basic tactical infantry deployment of the Imperial Guard, an infantry platoon comprises 1 command squad lead by a junior officer and their staff, 2-5 infantry squads and 0-5 heavy weapon squads, 0-2 special weapon squads, and 0-1 conscript platoons.

Platoon Command Squad
The Platoon Command Squad provides the first link in the chain-of-command within Imperial Guard Regiments. For battlefield operations to perform smoothly the Imperial Guard operates by using a substantial command structure. The Platoon Command Squad provides the command-and-control necessary for effective combat operations. The officer who lead Platoon Command Squads are known by a variety of official ranks and titles; lieutenant, marshal and shield-centurion are just a few examples. Their primary role is to ensure the platoon fulfills the Company Commander's orders and gets the job done. It is their duty to ensure that their most basic unit of the Guard fights effectively on the battlefield. Sadly, for every fresh-faced officer whom performs valiantly there is another that panics and falters and is quickly punished by a neighbouring Commissar for wasting the time and countless lives of the Guard. The Platoon Commanders are accompanied by this hand-picked team who help them fulfill their duties. The Platoon Command Squad consists of a junior officer and his personal staff of non-commissioned officers (NCOs). They may be chosen for their medical skills, their skill with special weapons or their potential to ultimately become an officer. These squads coordinate and plan their platoon's movement and actions. Troopers within these squads are chosen for their courage and may be given the honour of carrying the platoon standard. Others are chosen for their technical or medical skills. A select few are individuals that are thought suitable for officer training. Troopers assigned to a Command Squad not only assist in relaying the officer's orders but also gain first-hand leadership experience.

Infantry Squads
The main body of men and women fighting in the Imperial Guard are organised into infantry squads. These squads do everything that is required in combat and do most of the dying until the enemy is defeated. Infantry squads form the backbone and the heart and soul of the Imperial Guard. The fighting ability of each regiment reflects the world and society it comes from. Some planets specifically breed and train men as soldiers which are ultimately handed over to the Imperial Guard by the planetary government as part of their world's Administratum tithe. They are given a Lasgun and Flak Armour, and sent into battle. They can comprise small units or can be brought together to form a formidable swarm of men. A regular Imperial Guard infantry squad is composed of 10 soldiers, led by a non-commissioned officer who holds the rank of Sergeant. Often, one of the more experienced troopers of the squad will wield a specialist's weapon to add to his comrades' firepower; be it a Flamer, Sniper Rifle, Grenade Launcher, Plasma Gun or Meltagun. Squads are formed up into platoons, regrouping from two to five squads under the command of an officer with the rank of Lieutenant and his own platoon command squad.

Heavy Weapon Teams
Although some Guardsmen are equipped with a variety of powerful and specialised weaponry, the primary strength of the Guard's infantry regiments remains their huge and expendable mass of firepower. The massed firepower of an Imperial Guard regiment is what makes it a deadly opponent, despite the relative weakness of every individual Guardsman. Some opponents, especially enemy armoured vehicles, can easily shrug off volleys of Lasgun fire, and require a different solution than what standard infantry weapons can provide. Dedicated Heavy Weapon Teams are the Imperial Guard's answer to all those foes who prove invulnerable to massed Lasgun fire. They are equipped with Mortars, Heavy Bolters, Autocannons or Lascannons to offer long-range fire support or anti-armour support to regular Guardsmen. Unleashing a torrent of indiscriminate firepower, a Heavy Weapons Team can reduce the packed ranks of the enemy to a pile of bleeding corpses in the time it takes to pull the trigger. Those soldiers who demonstrate an affinity with specialised weaponry are gathered together into squads within a heavy weapons company. Generally, these teams are made up of two soldiers who crew a heavy weapon -- one crewman fires whilst the other hauls and loads the ammunition. Placed under the command of an officer, a Heavy Weapons Team boosts the firepower of individual squads, allowing them to engage enemy armoured units or hold off alien hordes that outnumber them many times over.

Conscript Platoons ("Whiteshields")
Conscript platoons consist of normal Imperial citizens with little or no military training, new Guard recruits who have not yet entered training, children of an already extant regiment's troops or Guardsmen that have not yet completed their training. Sometimes, in military emergencies, the Imperium's need for manpower is so great that normal Imperial citizens will simply find themselves conscripted by their local Imperial Guard regiment. These conscripts are officially designated in the military hierarchy as Probitors, but are better known by a variety of nicknames, the most common moniker being "Whiteshield." This name is derived from a Cadian custom in that these Probitors show no regimental, company or platoon markings until they have earned the right to do so after facing their first combat test on the battlefield. Then they will be able to display their regimental colours or the heraldry of their fathers. Their only identifying insignia before this is the display of a single white helmet stripe. These reckless cadets are eager to prove their courage and earn the title of "Guardsman." To them this is more than a simple promotion, this is considered a rite of passage for many amongst the Probitors, marking their entry into adulthood, particularly if they are Cadians who have spent their entire lives preparing to enter the military service of the Imperium. "Whiteshields" continue to perform menial and support duties, but combat training takes up an increasing proportion of their time, until they are judged ready for action. Finally, they get a chance to prove their mettle in combat and to demonstrate that they are worthy of becoming true warriors of the Emperor.

Only those Whiteshields who distinguished themselves in battle are allowed to become Guardsmen proper. Some regiments merely demand that a Whiteshield take part in a battle without giving way to fear. Others only accept those who have drawn blood or killed an enemy, sometimes requiring the young soldier to collect a grisly trophy to prove his claim. After they have shown their worth, the Whiteshield has his blank, white helmet badge ceremoniously replaced with the regimental number and colours of his platoon; they take the shoulder motif of their company, and the helmet markings of the squad to which they are newly assigned. These rituals vary widely, as they are taken from the regiment's homeworld culture. Tattoos and ritual scarification are common and receiving these marks without crying out in pain is as much of a test of the youngster's courage as his bravery on the battlefield.

Special Weapon Teams
Most Imperial Guard regiments maintain a separate support company dedicated to providing infantry platoons with troops armed and trained to fulfill a number of specialist roles. These six-man squads of specialist Imperial Guardsmen may consist of snipers and spotters, combat engineers with Flamers, or demolition experts offering a variety of special support. Sniper teams are used to target enemy commanders, whilst those armed with heavy explosives perform tasks such as destroying fortifications. Demolitions experts can carry either grenade launchers or a special Melta demolition charge. Combat engineers are particularly feared by the enemy and can clear out bunkers with gouts of lethal Promethium flame. Some of these specialists can act as anti-tank units using a Multi-Melta or Plasma Gun.

Veterans
These hardy soldiers are Guardsmen are members of squads and platoons who have survived grueling wars of attrition for years and even decades at a time. Inevitably, each company shrinks in size as casualties take their toll. These superlative warriors have been forged into lethal and efficient killers through their battlefield training. These Veterans are the hard-core of the Imperial Guard - the first squad in an assault and the last in retreat. They possess unmatched skills and the combat experience to survive. They are crack shots and can have several special weapons in their squads and have non-standard weapons not issued to regular Guardsmen. Many of their weapons are taken from their foes. It is rare for a Regiment to possess a large number of Veterans except for Regiments with elite soldiers like those from the world of Cadia or those who have had a run of unusually good luck or competent commanders. A Regiment that has been reduced to the point when there are just a few Veterans left are combined with a new Regiment in the hope that their skills will rub off onto the new men. Many of these Veterans may not be from the Regiment or even the same home world, and so may introduce brand new combat-tactics and an entirely different war-ethic to their foster regiment. Although technically these Veteran squads remain a part of the same rigid command structure, these grizzled survivors function best when allowed a certain amount of autonomy. Through their valuable battlefield experience and insight - they often employ unconventional, but effective tactics- such as the use of booby traps - that are not taught by the Tactica Imperialis. Veterans excel in all aspects of warfare, from close-range firefights to heavy demolitions work.

Penal Legion
Imperial Guard Penal Legions are formed by those individuals who have committed capital crimes against the Imperium of Man but have been given a chance to redeem themselves by the Adeptus Arbites with their inevitable deaths in battle as warriors of the Imperial Guard. The troopers sentenced to serve in the Penal Legions invariably have short lives. They must live under a tremendous burden of guilt - for they have not only committed crimes, but in doing so, they have also betrayed the Emperor. For those Penal Legionnaires who are genuinely repentant, the opportunity to alleviate this burden is fully embraced and many die on the battlefield in desperate attempts to atone for their crimes. In rare and exceptional circumstances, Legionnaires who complete their missions and survive may be absolved of their crimes and allowed to rejoin the ranks of the Imperial Guard. The ranks of the Penal Legions are made up of the scum of the galaxy. Their ranks are swelled with rapists, murderers, traitors, mutants, and psychopaths, contributing to their disreputable aura; nonetheless, nearly every century a particularly brave (or lucky) Penal Legion is awarded freedom for their years of service, and their sins absolved before the Emperor. This is the only hope that the Legionnaires' cling to as they bloodily die by the dozen, leaving behind the most violent and hardened of their number. Reprieved from the death cells because of some talent or uncanny instinct, these dregs comprise the most vicious, ill-tempered and unstable group of psychopaths and killers in the Imperial Guard. New Legionnaires of the Penal Legion have their heads shaved and tattooed with their unit insignia. Discipline within a Penal Legion is necessarily harsh, even by Imperial Guard standards. A blind eye can never be turned from those that would kill each other by 'accident' or design. The commanding officer or Custodian of the Legion has control of the detonator that is linked to the explosive collars that every Legionnaires' must wear after they join the Legion, and he can use it to kill any Legionnaire he chooses, showering those nearby with sanguinous gore in an effort to retain order. Penal Legionnaires are tasked with the most dangerous missions where their unorthodox abilities and unique skills are essential for victory. Though they are composed of the worst dregs of Imperium, amongst them are found some of the most skilled warriors of the Imperial Guard. Some of those who serve within the Legion want to die in battle and forget their disgrace. But often, its the toughest and most dangerous born killers that somehow survive.

Banewolf
The Banewolf tank is only used when the complete destruction of the opposition is warranted. It carries a Chem Cannon which fires a chemical shell infused with a chemical weapon that dissolves all organic material. Skin is destroyed and the victims blood boils as the horrific weapon takes its toll. Even Power Armour will not protect the enemy and so all infantry, apart from heavily armoured infantry units such as Chaos Space Marine Terminators, will run for their lives as their friends and allies scream behind them. The Banewolf can form a squadron of 1-3 vehicles mixed with the Hellhound and the Devildog tank variants.

Chimera APC
Capable of transporting twelve Guardsmen, the Chimerais the standard Imperial armoured personnel carrier for nearly all Imperial Guard regiments. It is amphibious and capable of supporting naval assaults from orbit. It is often the basis for other Guard vehicle variants, such as the Basilisk, the Hellhound, and the Griffin self-propelled mortar platform. They play a heavy role in highly-mechanised Imperial Guard armies, such as that of Armageddon's Steel Legion.

Devildog
The Devildog is a variant of the Hellhound tank armed instead with a Melta Cannon. The Melta Cannon makes a howling sound when it is fired. The Devildog offers crucial anti-tank support to Imperial Guard armies that would otherwise be lacking it. The Devildog can form a squadron of 1-3 vehicles mixed with the Hellhound and Banewolf variants of the tank.

Hellhound
Based on the chassis of the Chimera, Hellhounds have large Promethium fuel tanks mounted on the rear of the vehicle. These tanks are used to fuel a large front-facing Flamer known as an "Inferno Cannon". The Inferno Cannon has the ability to spew streams of flaming fuel over large distances, making it the bane of infantry like Orks and Chaos Space Marines. The Inferno Cannon and its tanks are highly unstable, making the Hellhound a risky vehicle to operate. Because of this, most Hellhounds are crewed by maddened pyromaniacs. The Hellhound can form squadrons of 1-3 vehicles, and can be upgraded to the Devildog and the Banewolf variant tanks.

Rough Rider Cavalry Squadron
Rough Riders are specialist horse warriors who are recruited from Feral Worlds where nomadic clans and warrior horse-lodges have perfected the art traditional cavalry techniques through years of bloodshed. Often, members of the Rough Riders retain many of the ferocious customs of their home worlds such as ritual scarring and tribal tattoos. Mounted upon specially bred steeds or other draught animal's back that are as tough and dangerous (and ill-tempered) as the warriors who ride them. Whilst the majority of Rough Riders are raised from feral, undeveloped worlds this is not exclusively the case. On some planets the honour of riding a steed to war is reserved for the elite classes, formalised horse-warrior aristocracies that have accumulated generations of cavalry experience. Despite its legions of machinery and fighting vehicles, even the Imperial Guard has a place for these fierce mounted warriors. These traditional cavalry units are fast and flexible, but cannot last for long in intense combat with advanced technological or armoured enemy forces. Compared to normal Guardsmen, Rough Riders specialise in close combat, but they are weak compared to the close combat specialists of many other armies. Rough Riders carry a variety of weapons but the most deadly is, without doubt, the potent explosive-tipped hunting lance derived from lethal spear heads used by cavalry on their home worlds to hunt down large carnivorous animals. This one-shot advantage in close combat makes them especially useful when deployed for hit-and-run tactics.

Scout Sentinel Squadron
These small squadrons of mechanical combat walkers known as Sentinels can carry a variety of heavy weapons, depending on the pattern of the Sentinels, and bring high levels of power and maneuverability together in one place. They are lightly armoured however, and are susceptible to light arms fire. They are often employed as anti-infantry units and can be used for defending the flanks of other units or striking forward to take out light to medium armoured infantry or vehicles. They are also commonly used in hit-and-run attacks and many foes will find themselves attacked in the middle of their own territory by squadrons of these effective walkers. Sentinel squadrons will commonly attack refineries and factories, harassing the enemy garrison protecting them, if any.

Armoured Sentinel Squadron
These Sentinel Squadrons are more heavily armoured than Scout Sentinels and can carry weapons such as Plasma Cannons and Lascannons to destroy tanks. They are more deadly in combat because they are not open topped and have heavier armour. Unlike the Scout Sentinel, the normal Sentinel will be used for tank-hunting as well as anti-infantry combat duties. They are far deadlier, and by a consequence of design, far noisier. While Scout Sentinels produce little engine noise, the armoured variant is one that will be heard coming from a long way off.

Valkyrie
The Valkyrie is an airborne transport and dropship used by the Imperial Guard that can carry troops into battle from long distances.The Valkyrie is used for drop missions and aerial insertions. Its missile pods and Hellstrike Missiles are potent, and can be used as excellent anti-tank weapons. The Valkyrie is often used to air-drop the elite Storm Troopersinto battle on special operations missions. If a Valkyrie is moving at maximum speed it can drop its occupants anywhere along its flight path.

Vendetta
The Vendetta is a modified version of the Valkyrie, replacing the usual Valkyrie armaments with three twin-linked Lascannons. For this reason, the Vendetta gives up most of its anti-infantry capabilities and takes on the role of an anti-tank unit, allowing it to counter enemy armour while simultaneously transporting soldiers across the battlefield. Notwithstanding this difference, the Vendetta is otherwise identical to the Valkyrie variant of the aircraft.

Destroyer Tank Hunter
The Destroyer Tank Hunter was a once common vehicle of the Imperial Guard regiments, but is now considered a relic. Now it is rarely seen and its numbers are steadily declining. Whilst its hull can be mass produced, its Laser Destroyer cannot be so easily produced. Only a few Forge Worlds possess the skills to be able to hand-craft each weapon. This is a painstaking and laborious process, resulting in demand far outstripping supply. The Destroyer utilises the old Mars Alpha pattern hull design, modified due to the removal of the standard Leman Russ' turret ring. Destroyers are generally issued to specialist tank destroyer squadrons, and occasionally enough vehicles are gathered to form an entire Tank Destroyer Company. Those Imperial Guard Regiments that still do possess Destroyer Tank Hunters guard them jealously and each vehicle is continually patched up and repaired to keep it operational. Once lost, a regimental commander knows he is unlikely to get any replacements. Wrecks which can be reconstructed are high priority salvage after a battle. The role of the Destroyer on the battlefield is to seek out and eliminate enemy tanks.

Hydra Flak Tank
The Hydra Flak Tank is incredibly effective against opponents that rely upon poorly armoured but highly agile vehicles in combat like the Tau and the Eldar. The tank's auto-targeting system is what makes it so effective against agile enemy vehicles. This is a very effective weapon against Tau or Eldar skimmers, but it possesses little armour so will need some protection from enemy infantry. There is also a version where the main gun is mounted on a Chimera chassis.

Leman Russ Main Battle Tank
The Leman Russ main battle tank is named after one of the Adeptus Astartes' Primarchs, Leman Russ of the Space Wolves, and is the primary tank used by the Imperial Guard. It has a large main battle cannon, which is a hugely powerful kinetic ordnance weapon that fires explosive shells, a hull-mounted lascannon and optional sponson-mounted Heavy Bolters, Heavy Flamers, Plasma Cannons,or Melta Cannons. With strong frontal armour, the Leman Russ is designed to initially bombard large enemy formations and then assault the weakened enemy defensive lines later, its weapons firing. However, the Leman Russ tank is particularly vulnerable to rear and flank attacks because of the thinner armour it possesses in those positions. The Leman Russ tank is the most commonly found armoured vehicle in the Imperial Guard, and is the base design for some of the other vehicles of the Guard, including the Vanquisher, Conqueror and many others. Leman Russ tanks can be upgraded or customised to enhance their combat effectiveness.

Leman Russ Conqueror
The Leman Russ Conqueror is an uncommon variant of the standard Leman Russ main battle tank. Imperial records show that it is only produced in significant numbers on the Forge World of Gryphonne IV, where the original pattern blue-prints were rediscovered sometime in the 38th Millennium. These plans currently reside in Mars, though several Forge Worlds are lobbying for access to them. The Conqueror has many notable features, including a smaller cannon which allows the Conqueror greater mobility and the a higher rate of fire, due to the smaller shell size. Initial field-testing showed that the Conqueror's reduced recoil from the gun's torsion bar counter-balance gives the tank better accuracy for firing on the move. The turret of the Conqueror includes additional armour plates riveted on the forward turret sides. There is also a co-axial-mounted storm bolter for anti-infantry defence, alleviating the need for a pintle-mounted storm bolter and thus eliminating the need for exposing the tank commander. A small searchlight is also included, which can be used for night time communications in the event of radio failure or interference from atmospheric conditions.

Leman Russ Demolisher
Based on the standard Leman Russ chassis, the Leman Russ Demolisher has a similar configuration. It boasts a Demolisher Cannon, designed for short-range kinetic bombardment, rather than the longer-ranged main battle cannon. The extreme power of this weapon makes it tear easily through even Terminator Armour. The simplest tactic is to get just within range of the enemy and then blast away with the Demolisher Cannon as much as possible, relying on the tank's thick frontal armour to keep the tank intact as it advances. The Demolisher is the only tank in the Imperial Guard that is directly attached to infantry formations, rather than being assigned from an armoured company, and have a reputation for never letting down their "little brothers." As such, Demolishers are often at the front of the battle with the infantrymen of the Guard.

Leman Russ Eradicator
The Eradicator is a variant of the Leman Russ main battle tank that was first used during the urban conflict on the world of Khai-Zhan. The Eradicator cannon's blast is so powerful that any cover is useless against such a torrent. The Eradicator offers a solution to a simple but annoying problem: enemy forces hiding behind a wall. Even throwing Krak grenades and plasma bolts at such an enemy can fail, as they can use cover to negate the killing power of those weapons. The Eradicator is the solution for this problem because of the power of its cannon which can simply knock down most forms of cover. The Eradicator is the vehicle of choice for fighting cover-dependent enemy units who hide and harass the Imperial Guard's troops and tanks.

Leman Russ Executioner
The Leman Russ Executioner is an ancient and very powerful version of the Leman Russ main battle tank dating back to the time of the Great Crusade. Once it was produced in vast legions of vehicles, but as the Imperium's understanding of plasma technology degraded, so was the technology to make this variant of the tank. The Executioner is in essence a plasma tank. Its main gun is an Executioner Plasma Cannon that fires massive beams of pure plasma that can simply disintegrate a target or mass of targets on contact. Because of its power, the few remaining Executioner tanks are highly prized relics of those few Imperial Guard Regiments that possess them and they are only used on the battlefield when the risk of their destruction is outweighed by the need for their unmatched firepower.

Leman Russ Exterminator
The Leman Russ Exterminator variant of the Leman Russ main battle tank is an excellent choice for taking on enemy infantry and light vehicles. its twin-linked Autocannons excel at knocking out light vehicles such as buggies and Land Speeders, and the sponson-mounted Heavy Bolters can decimate enemy troop formations. Against more heavily armoured troops and vehicles, the Exterminator flounders, as it lacks the stopping power of dedicated anti-tank weapons such as Lascannons or Krak Missiles.

Leman Russ Punisher
The Leman Russ Punisher can pump more ammunition at the target than any other tank in the Imperial Guard with its powerful Autocannons.The crew is usually gung-ho and trigger happy. The Punisher has proven to be the Imperial Guard's most effective vehicle when assaulting Tyranid and Ork forces which rely on large volumes of poorly armoured troops. A Punisher tank can kill most known forms of Tyranid Genestealers due to their low armour value.

Leman Russ Vanquisher
The Leman Russ Vanquisher is an old variant of the Leman Russ main battle tank that is now slowly becoming a rare sight on the battlefield. Its 1 shot:1 kill ratio makes it a great candidate for anti-tank jobs. The Vanquisher is renowned amongst Imperial Guard armour commanders for cracking open Chaos Space Marine Land Raiders, along with any other light or medium tanks. There is only one known enemy vehicle that can stand up to its power, the Necron Monolith, because of the special properties of its regenerative living metal Necrodermis casing. The Vanquisher is usually fielded against tank-heavy enemy forces that the standard Imperial Guard infantry platoon has difficulty attacking. The technology required to make this tank's main gun, the Vanquisher Cannon, was lost when the Adeptus Mechanicus Forge World of Tigrus was overrun.

Artillery Support
"Infantry win firefights, tanks win battles, artillery wins wars."

- Old saying amongst Imperial Guard artillery officers

Basilisk
One of the longest range weapons in the galaxy, the Basilisk self-propelled artillery unit is a common sight on the battlefields of the Imperium. Equipped with the powerful Earthshaker Cannon, the Basilisk is designed to sit far from the frontlines, ceaselessly bombarding the enemy's troops with massive kinetic shells of explosive power. The Basilisk uses the standard Chimera APC chassis but has had all of the troop transport room and the lasguns removed, leaving it with a single hull weapon and the Earthshaker Cannon itself. It can be upgraded to be allowed to fire from behind cover, blindly destroying targets before the other Imperial Guard forces arrive, while keeping itself safe from enemy fire. The explosive ordnance used by the Basilisk is able to break through most known enemies' defences and is greatly feared among enemy forces, and rightly so. The Basilisk is vulnerable to enemy fire if caught in the open, however, and will not last long against any heavy weapons or heavily armoured vehicles like tanks.

Colossus
The Colossus is an ancient and renowned Imperial artillery piece. They are rarely seen in an Imperial battle line except when their enormous siege cannons are required to flatten enemy positions and fortifications. While not as powerful against infantry as some of the other Imperial artillery units, the Colossus is used when a wall or fortress needs to be penetrated. The Colossus is a massive mortar that fires high explosive shells that produce an enormous shockwave when they detonate, crushing bones, cracking rocks and reducing flesh to pulp. In its delivery of ordnance, a Colossus is brutally uncompromising.

Deathstrike Missile Launcher
The Deathstrike Missile Launcher is a massive one-shot missile launcher. Another variant of the Chimera chassis, it sports a colossal long-range missile that delivers the largest payload of explosives on a target of any weapon commonly used by the Imperial Guard. Used only in situations where total destruction of an enemy and the surrounding environment is warranted, a Deathstrike Missile Launcher can carry multiple warheads including every type of missile ordnance from thermonuclear Titan-killing warheads to warheads outfitted with bio-weapons. Its most destructive weapon is the Vortex Warheadthat can only be used if approved by Segmentum Command. Traditionally the Deathstrike Missile Launcher carries a large plasma-enhanced thermonuclear charge that can incinerate entire armies in a single blast, along with most of the surrounding environment.

Griffon
The Griffon is a self-propelled heavy mortar. Based on a Chimera chassis, this cheap artillery option is very effective. The Griffon is a close relative of the Basilisk, replacing the Earthshaker cannon with a heavy mortar. Used as a close support for infantry attacks and during sieges to throw shells over enemy walls. The mortar shells fired by the Griffon are extremely heavy and their trajectory means they can bury themselves in the ground before exploding, if the fuse is set correctly. This reduces the blast radius, making this type of explosion less dangerous to infantry but devastating against buildings and bunkers, whose foundations can collapse, bringing the building down with it.

Manticore Missile System and Manticore Missile Tank
The Manticore is one of the most feared units in the Imperial Guard. It is an anti-personnel weapon which is highly effective against Orks and some Tyranid bioforms. The Machine Spirit (i.e. technological reliability) of the Manticore is so unpredictable that its rockets may not fire, even when given the proper blessing, or sometimes all four rockets will launch at once unexpectedly. The Manticore has only 4 shots and reloading is a time-consuming process. This unpredictability makes the Manticore a danger to all those around it, including friendly units. Once during a siege of a major fortress the defenders surrendered at just the sight of a single Manticore. Moments later the fortress was destroyed by the rockets of the Manticore all going off at the same time. Clearly this vehicle is dangerous to everyone except the crew inside it. The Manticore Missile Tank has its main rocket weapons mounted on a Chimera chassis so that it can be mobile.

Medusa
The Medusa is a siege cannon designed to crack open enemy bunkers or blast a breach into an enemy fortress. It is a very high-powered for of explosive artillery and excellent for piercing armour, but the cannon possesses only a very short range. A Medusa is usually fielded with heavy infantry support to protect its vulnerability to infantry and armour assaults. Unlike the Griffon which can fling its shells over a curtain wall, the Medusa fires heavy shells directly into the walls, turning them into rubble and dust and opening a breach for assaulting infantry to attack through. The Medusa is often regarded as an aging warhorse whose time has passed. It is no longer regarded as an important or necessary part of an armoured force. It lacks the range of a Bombard, Manticore or Basilisk, or the thick armoured protection of a Demolisher of Thunderer. Because of this, Medusa's are no longer a common vehicle amongst the Imperial Guard. They are generally only used when Demolishers are in short supply.

Cadian Shock Troops
The Regiments of the Cadian Shock Troops of the Imperial Guard are famous throughout the galaxy for constantly proving themselves in the arena of battle. Their leader is the Lord Castellan, the position currently held by Ursarkar E. Creed, hero of the Battle for Cadia during the 13th Black Crusade. The model for Cadians are the standard model for all Imperial Guard troopers, consequently making them the Imperial Guard's equivalent of the Ultramarines, who serve as the model for all standard Space Marine Chapters. Cadia has always been an Imperial Fortress World, charged with guarding the great Warp rift of the Eye of Terror. The population of Cadia are all destined for a military life; the birth rate and Imperial Guard or Planetary Defence Forces recruitment rate of the world are practically synonymous. Cadian Regiments are highly disciplined, make excellent shots and use elite shock troops to lead their attacks. Such is their reputation of the Cadian Shock Troops that many other regiments mimic their appearance and equipment, although their doctrines may differ.

History of Cadia
Cadia has a special and honoured place in the history of Mankind. Cadia stands upon the very edge of the Eye of Terror within a narrow corridor of stable space called the Cadian Gate. This forms the one and only predictable passage between the Chaos infested daemon worlds of the Eye of Terror and Terra. No battle fleet of any size can rely upon other unstable passages and must pass through the Cadian Gate. Cadia is therefore one of the most strategically important planets of the galaxy.

On several occasions the forces of Chaos have moved against Cadia and raging battles have been fought in the depths of space. Such huge battles are rare, but the constant intrusion of Chaos raiding craft is commonplace. Chaos Space Marines make frequent forays onto the surface of Cadia and must be hunted down. The bulk of the Cadian army is made up of the Shocktroops, with the remainder made up of the Whiteshields (conscript soldiers recruited at the age of 14 and trained to take place in Shocktroop regiments) and the Elite Kaskrin soldiers.

Notable Regiments

 * 7th Cadian, "The Lucky Sevens"
 * 8th Cadian, "The Lord Castellan's Own" - led personally by the Cadian Castellan Ursarkar E. Creed during the 13th Black Crusade
 * 39th Cadian, "Xenobane"
 * 89th Armoured Cadian - Possess the famous Baneblade "Steel Lord"
 * 110th Cadian, "Shadow Corps"
 * 122nd Cadian - Distinguished themselves in the Vogen Campaign
 * 412th Cadian - Featured in the Warhammer 40,000: Dawn of War expansion Winter Assault
 * 417th Cadian, "Hellbringers"

Catachan Jungle Fighters
Catachan is an Imperial death world almost completely covered in dense jungle where it seems the entire ecosystem is hostile to human life. Catachan's only export is its people, who through natural selection are bred tough and strong from living in such a dangerous world. Catachan Jungle Fighters are among some of the deadliest experts of jungle warfare in the entire galaxy and their reputation precedes them. They make use of many close combat weapons, including the "Catachan Fang", a knife measuring up to 20 inches of gleaming steel, which is the most common weapon. It is also used for settling disputes between Catachans. Another knife is the Night Reaper, which is smaller and blackened, effective for use in night infiltration and assassinations. They are sometimes poisoned to improve their kill strength, the poisons coming directly from Catachan's deadly flora and fauna. The Devil's Claw, named after the Catachan Devil, is the longest Catachan weapon, up to four feet long. It is closer to a sword than a knife and has achieved status among the Orks who call it "Da Cutta" with respect. The blade is hollow and half filled with mercury in order to improve swing strength and control, and the design of this weapon has been copied by Catachan regimental officers for use as a power weapon.

They also make extensive use of traps, mines and other unpleasant surprises. They use traps, spring mines, shredder mines and plasma charges, each specializing in killing certain types of troops. The most skilled Catachan Jungle Fighters are capable of launching deadly ambushes, remaining unseen in the foliage and appearing only when they want to attack. Due to their tactics and the terrain which they specialize in, the Catachan Jungle Fighters do not use any vehicles save for the Sentinel walker which is modified for jungle warfare. They also use fewer heavy weapon teams than a standard army, and those that they do have favor mortars and Heavy Bolters. This leaves them undergunned compared to other Imperial Guard Regiments, but their weaponry is optimal for their preferred style of combat.

Catachan Jungle Fighters, as a whole, bear similarities to the Rambo movie series of the 1980's, complete with red headbands, and to a lesser extent, Arnold Schwarzenegger in the movies Commando and Predator. Catachan Jungle Fighters closely resemble members of the United States Army and Marine Corps during the Vietnam War, which involved a great deal of jungle combat in Southeast Asia.

Notable Catachan Regiments

 * The Catachan 24th Jungle Fighters, "Waiting Death" - Use of extensive traps, using "baiter" squads to lure the enemy onto the traps.
 * The Catachan 18th Jungle Fighters, "Swamprats" - Attacked a Tyranid horde, masked themselves in Tyranid ichor and successfully wiped out the Tyranids. They then had to spend two years on a decontamination ship.
 * The Catachan 17th Jungle Fighters "Screaming Devils" - Led by Captain Thorn, including famous sniper, Sniper Dell, who won the Silver Bullet seven years in a row.
 * The Catachan Jungle Fighters 22nd Airborne Assault Group - Led by Colonel Paseski, combined with the 1139th Orbital Attack Group, known for their extensive use of Valkyries.

Valhallan Ice Warriors
Valhalla was originally a verdant paradise world. No records survive of its colonisation by humans, but legends recall a world ripe for conquest. Unfortunately, Valhalla was destined for catastrophe. A rogue comet entered into a collision course with the world. The planet's defence lasers fired at the comet, but only succeeded in breaking it up. Later, it was found that the comet was made of almost pure iron, rather than the more typical conglomeration of ice and rock, which explained why the lasers were so ineffective. The comet impacted in the world's vast ocean, but a mile-wide fragment impacted the northern continent, creating vast plumes of dust which proceeded to cover the planet in a blanket of dirt. To make matters worse, the planet's orbit was changed, moving it farther away from its sun. This change in the amount of warmth and light altered Valhalla's ecosystem permanently, changing the planet to an icy wasteland, the most well known of the Imperium's Ice Worlds. The people struggled to make a living, fearing famine due to a lack of viable farmland. Unfortunately, this was not the end of Valhalla's troubles. A damaged Ork warfleet descended on the planet and proceeded to fight the Valhallans for the precious food they had stored. The Valhallans held out bravely for a long time in their vast hive cities beneath the ice but were pushed right back to the food vats. Eventually they destroyed the Orks by using ice boring machines to strategically strike at the heart of the mob, burning and melting most of the Orks and scattering the rest. Regiments of Valhallan Ice Warriors have been assigned to planets infested with Orks due to their intimate knowledge of Ork tactics and their dogged determination in the face of defeat, where other armies might run. Valhallan Ice Warriors resemble the Soviet Red Army during World War II in both their capabilities fighting in extreme low-temperature conditions and their sheer durability and tenacity. Famously, the Commissar Ciaphas Cain served with the Valhallan 597th Regiment.

Praetorians
Praetoria is a heavily populated Hive World that lies in a star system close to the Imperial naval base at Bakka. The overpopulated hive cities of Praetoria are renowned for their rigid class divide and severe squalor and degradation in the lower classes, and produce some of the toughest gangsters on any of the hive worlds in the Imperium. Imperial Guard Regiments raised on Praetoria are renowned for their iron discipline, by-the-book drilling and unshakeable bravery, even in the face of the most overwhelming odds.

Originally the Mordians used Praetorian bodies with different sculpted heads and a few have changed poses. The Praetorians were introduced following the Games Workshop Games Day display "Massacre at Big Toof River", where a substantial Imperial Guard force was annihilated by an enormous Ork horde in a similar style to the British defeat at the Battle of Isandhlwana by the Zulus in 1879. Despite this crippling loss, the Praetorians fought back at the "Last Stand at Glazer's Creek", where they, supported by local militia and allied Ratlings, fought off a rampaging Ork horde in a battle similar to the British-Zulu conflict at the Battle of Rourke's Drift.

It is fitting, then, that the Praetorians are based on British colonial soldiers typical of those found in Africa during the 19th Century. This is further reflected by the fact that their most common enemies are Feral Ork tribes -- who function as a grotesque parody of the Zulu warriors.

Tallarn Desert Raiders
The Tallarn Desert Raiders are exceptional at guerrilla-style warfare, having adapted to the harsh conditions of their home planet. They are highly skilled at desert and mobile armoured warfare. The Desert Raiders are mobile guerrilla fighters, evasive and opportunistic. They are especially known for their lightning-quick Sentinel and hard-hitting tank squadrons and are masters of hit-and-run mobile warfare. They love to strike a killing blow at the heart of an enemy formation before returning to their own lines, prepared to pounce once more. The people of Tallarn are extremely resourceful and pragmatic. They are patient, determined and utterly ferocious in pursuit of their enemies. Tallarn are all accomplished riders, and often will use riding mounts to move from battle to battle, dismounting only when they are close to the enemy and wish to employ stealth. Once the enemy is sighted, the Tallarn will stalk them closely, relying on their practiced marksmanship and lightning-quick curved combat knives to achieve victory. Tallarn Desert Raiders have a slightly Arab-like appearance, but influences have also been taken from other sources, such as the North African campaigns of World War II.

Mordian Iron Guard
The Mordian Iron Guard regiments raised from the world of Mordia normally wear bright dress uniforms, even into combat, and often present a look of amateurism, perhaps to catch their enemies off-guard. Friends and allies alike learn from this mistake quickly, as the Iron Guard's training is second to none. Due to the condition of their planet, the troops raised for the Imperial Guard on Mordia tend to be a dour, no-nonsense lot. Mordians believe in perfect precision and constant drill to overcome their foes, and they will rarely be seen routed, rather they make fighting retreats to a better and more defensible position. The Mordian Iron Guardbearaslightresemblance to the Prussian Army under Chancellor Otto von Bismarck in the early 20th Century.

Armageddon Steel Legion
Armageddon is a Hive World of the Segmentum Solar, an Imperial planet covered in vast polluted industrial wastelands broken up by hive cities, huge human arcologies stretching miles into the sky. True to its name, Armageddon has been the site of three apocalyptic battles between the Imperium and its enemies, most recently a pair of invasions by the Ork Warboss Ghazghkull Thraka. As a result, the Imperial Guard regiments raised from Armageddon, known as the Armageddon Steel Legion, are highly skilled in combat against Greenskins. The Steel Legion's soldiers are siege experts and masters of attrition, driving their wounded enemies back across the ash wastelands of the planet after they have suffered severe casualties. Armageddon produces many armoured fighting vehicles for the Imperium, such as Chimera APCs. As such, the Armageddon Steel Legions are primarily mechanised infantry, employing Chimera armoured personnel carriers, Hellhounds and several variants of the Leman Russ main battle tank. Commissar Yarrick is the best known hero of the Steel Legion, and he is greatly feared by the Orks for having ripped off Ghazghkull Thraka's Power Klawwithhisbarehands -- hence the fact that Yarrick is the only human Ghazghkull respects. In appearance, the Armageddon Steel Legion's regiments resemble the ancient German Fallschirmjäger (paratroops) deployed by Nazi Germany during World War II.

Death Korps of Krieg
The Death Korps of Krieg is the name given to all of the Imperial Guard regiments that originate from the devastated, post-nuclear Death World of Krieg in the Segmentum Tempestus. Krieg was the site of a rebellion against the Imperium of Man over 1,500 standard years ago in the 40th Millennium and was bombarded with nuclear weapons followed by 500 years of grinding warfare to purge the heretical rebels. After all those years of nuclear destruction and bitter trench warfare, Krieg was reduced to a scorched, radioactive husk of a world composed of dust and mud whose surviving people were forced to retreat into underground hive citiestosurvivethe toxic planetary environment. The Death Korps of Krieg are siege specialists and those regiments raised on Krieg seek to repent for their former treachery against the Imperium by displaying a disturbing disregard for their own lives in combat. Death Korps troops excel at wars of attrition and defensive combat in particular. They bear a strong resemblance to the ancient Imperial German Army in World War I, in tactics (trench warfare) as well as appearance.

Tanith First-and-Only (Gaunt's Ghosts)
The Imperial Guard regiment known as the Tanith First and Only, officially called the Tanith 1st Regiment but better known as "Gaunt's Ghosts", is a regiment that was raised from the world of Tanith in the Sabbat Worlds Sector. The regiment has been heavily engaged in the combat to retake the Sabbat Worlds from the Forces of Chaos during the Sabbat Worlds Crusade. The regiment's nickname originally came about as a result of the name of their commanding officer, Colonel-Commissar Ibram Gaunt, and the disenfranchised status of the original Tanith soldiers after their homeworld was destroyed. Only about 3,000 men were rescued from the planet by Colonel-Commissar Gaunt before it was destroyed. It has proved to be a nickname with great descriptive power for the regiment, as the Verghastite personnel who joined the regiment to provide replacements and reinforcements also considered themselves "ghosts" due to the destruction of their former home, the Hive City known as Vervunhive on the world of Verghast during the Crusade. The regiment as a whole is also noted for its uncanny skill at stealth and reconnaissance missions. A second Commissar, Commissar Hark, eventually joined the unit under Gaunt's command. The soldiers of the Tanith 1st are excellent light infantry and scouts, and as such are known to dress in cloaks made out of cameoline for camouflage.

Harakoni Warhawks
Harakon is a low-gravity planet with tall hive cities. The Harakoni use grav-gliders to hunt vapourwyrms in the valleys below their hives. This makes them fearless of altitudes and great at judging air currents. Their abilities have found a home in the Imperial Guard where regiments drawn from Harakon they act as drop troops. The generations-old adaptation to adverse gravity levels leaves the Harakoni Warhawks‎ predisposed to excel at Grav-Chute drops into a planetary combat zone from orbit. This style of combat also increases the Warhawks use of Storm Troopers and small-unit tactics over those preferred by standard line troopers of the Imperial Guard. The Harakoni wear Carapace Armour, use rebreathers during a planetary drop to breathe in the ultra-thin atmosphere at high altitudes and use folding stock Lasguns or kinetic Autoguns. Many an Imperial general or Warmaster owes their decorations to the bravery and experience of the regiments drawn from the Harakoni Warhawks.

Elysian Drop Troopers
Elysian Drop Troops are the premier airborne assault infantry regiments of the Imperial Guard who are recruited from the verdant world of Elysia in the Segmentum Solar, 30 light years from the world of Armageddon. The Elysian Drop Troop Regiments make extensive use of aircraft and elite soldiers plunging from the skies directly into battle. These regiments' true advantage lies in their speed, unpredictability and the unrivalled ability to attack anywhere on the battlefield, at any time. The Elysian Drop Troops Regiments are known for their rapid deployment capabilities using Airborne Troop Carriers called Valkyries, and they deploy from these aircraft by rappelling or making use of Grav-Chutes at high altitudes. Elysian Drop Troopers are able to strike deep into enemy territory, and so are unable to field any heavy ground vehicles during missions. While this may be the case, the Elysians do make use of a number of light vehicles including the Tauros rapid assault vehicle, the modified Drop Sentinel, Cyclops Demolition Vehicle, and Sentry Gun batteries. The Elysians make use of Valkyries, Vulture Gunships, and the support of the Imperial Navy to make up for their lack of heavy armour. Using their Valkyries and Grav-Chutes, the Elysians can capture objectives rapidly by dint of overwhelming force and their close-range firepower. Elysian Drop Troop Regiments often rely on demo-charges and special weapons for tank-busting. Vultures, Valkyries and Imperial Navy aircraft pack fearsome amounts of firepower, and swooping over the battlefield they can target just about anything. Tactical flexibility is the Elysians' true advantage over most other forces, and there are few tactical situations, other than a drawn-out planetary siege, that the Elysians cannot counter quickly and effectively.

The Elysian Drop Troops are a very specialised force. Being drop troops, Elysians lack many of the heavy weapons needed to defeat the enemies heaviest equipment and vehicles. As their primary armaments are simple Lasguns Elysian Dop Troops cannot afford to sit back and engage in prolonged firefights with an enemy either. Elysian Drop Troops do not engage the enemy in a conventional stand-up fight. Instead, they seek to take objectives by rapid, hard-hitting attacks and then hold them with grim determination and the selective targetting of enemy threats. Casualties will often be high for Elysian Regiments as a result of this strategy, but that is the price Drop Troop Regiments pay for their extreme mobility.

Vostroyan Firstborn
Vostroya is a world in the zone of Halo Stars in the galactic rim beyond the Eye of Terror, which swore allegiance to Mars and the Cult Mechanicus during the Age of Strife. It is now ruled by a committee of Techtriarchs; a mix of Adeptus Mechanicus Magi and the standard bureaucratic officials who comprise a more traditional Imperial planetary government. During the Horus Heresy, Vostroya refused to provide regiments to the Emperor, preferring instead to reserve the population in the manufactoria blanketing the world. After the Heresy came to an end the Vostroyans agreed to supply every firstborn son to service with the Imperial Guard, so that their regiments are always known as the Vostroyan Firstborn. Despite the black mark on their people's history, the Vostroyans now consider it an honour to fight for the Emperor, and view other more reluctant regiments with disgust. The Vostroyans first came to prominence during the Fall of Medusa V in 999.M41. The Vostroyans' Carapace Armourismildlybasedon the armour worn by the Russian Cossacks, and the Vostroyan culture itself is inspired by that of the 19th Century Russian Empire.

Dieprian Mountain Men
The Dieprian Mountain Men are composed of Imperial Guard regiments drawn from the world of Dieper III. Dieper III is an extremely mountainous world and Dieprian Mountain Men regiments are specialists in alpine and other forms of mountainous warfare. The Dieprian regiments are based on Italy's elite Alpini Corps of mountain warfare specialists who were active during World War II.

Other Imperial Guard Regiments
The Imperial Guard is the most diverse collection of military units in the entire Imperium of Man, drawing tens of thousands of different regiments from all across the galaxy, from worlds striking different in culture, technological levels and history. The regiments describe above represent only a tiny selection of the sheer variety of units that serve within the force collectively labelled the Imperial Guard.

Because of this, perhaps more than any other Warhammer 40,000 army, the Imperial Guard allows painters and modellers a great deal of scope for creating a personalised force. With regiments of the Imperial Guard present on almost every world in the Imperium, many players like to invent their own regiment, writing their own background and creating a unique looking force.

Notable Imperial Guardsmen

 * Lord Commander Solar Macharius
 * Captain Al'rahem of the Tallarn Desert Raiders
 * Sergeant Lukas Bastonne
 * Commissar Ciaphas Cain
 * Commander Kubrik Chenkov of the Valhallan Ice Warriors
 * Lord Castellan Ursarkar E. Creed
 * Mogul Kamir of the Rough Riders of Attila
 * Nork Deddog
 * Colonel-Commissar Ibram Gaunt
 * Commissar Hark
 * Gunnery Sergeant "Stonetooth" Harker of the Catachan Jungle Fighters
 * Major Pious Korren of the Armageddon Steel Legion
 * Sergeant Poul Marlin
 * Knight Commander Pask
 * Colonel Schaeffer (and his Last Chancers)
 * Colonel "Iron Hand" Straken of the Catachan Jungle Fighters
 * Commissar Yarrick