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Warhammer 40,000 Imperial Guard: d20-System

The soldiers of the Imperial Guard are the primary forces that protect the Imperium of Man, both from outside aggressors, and from traitorous citizens.

Roleplaying
Guardsmen are not complicated to play, assuming anyone wants to be one of the billion Guardsmen, rather than one of less than a million Space Marines. Most of the Imperial Guard is more suitable as NPC supporters, much like Stormtroopers in Star Wars. For those who choose to play them, they are markedly similar to this era's soldier in Vietnam, or Iraqi Freedom. They have little armor, rather lousy weapons, and seemingly short life expectancies, but they make up for these with endless numbers. The most notable difference that one must remember is that, unlike us today, all loyal Imperial Guards worship the Immortal Emperor of Mankind as a god; the one and only. Guardsmen also comprise most planetary defense forces, and man most space vessels of the Imperial Navy.

Special Abilities
None. Most Guardsmen are human, and thus normal. Ogryns and ratlings aren't human, but they aren't that unusual, either.

History

IMPERIAL GUARD CHARACTER BREAK-DOWNS

  • T Guardsman = Thug 4
  • T Sergeant (officer) = Noble 2/soldier 2
  • E,T Veteran Sergeant (officer) = Soldier 8/Officer 3
  • H Captain (officer) = Noble 2/Soldier 4/Officer 6
  • H Colonel (officer) = Noble 2/Soldier 4/Officer 9
  • H Commissar = TBA
  • E Veteran Trooper = Thug 8
  • E Veteran Officer = Soldier 8/Officer 5
  • E Storm Trooper = Soldier 8
  • E Ogryn = Thug 8
  • E Ratling Snipers =Thug 8
  • T Lieutenant (officer) = Noble 2/Soldier 2
  • IMPERIAL GUARD CHARACTERS
    . Specific examples are as follows:

    Imperial Guardsman: The vast bulk of the armies of the Imperium consist of these men and women. Many types of Guardsmen are comprised of these soldiers, whether they be conscript platoons, infantry platoons, vehicle operators, or any of many other such posts.

    Guardsman: Human Thug 4; Init: +0; Defense 10 (+ class); DR 3; Spd 10 m; VP/WP 0/12; BAB: +; Atk + melee (1d3+, unarmed) or + ranged (d8/19-20, rifle); SQ none; SV Fort +, Ref +, Will +; FP ; DSP ; Rep +; Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10.

    Equipment: rifle, flak armor (DR 3)

    Skills:

    Feats:
    Freebies: Armor Proficiency (light), Weapon Group Proficiency (simple weapons), Weapon Group Proficiency (slugthrowers).

    "."

    -a quote from the GamesWorkshop webpage

    Officer: Veterans of many battles, the officers of the Guardsmen lead their subordinates into battle. They come in two types; Junior and Senior Officers.

    Junior Officer: Human Thug 10/Officer 5

    Senior Officer: Human Thug 10/Officer 10

    "."

    -a quote from the GamesWorkshop webpage

    Command Squad: Veterans of many battles, the officers of the Guardsmen lead their subordinates into battle. They come in two types; Junior and Senior Officers.

    "The Cadian Shock Troops are frequently called upon to assault formidable positions or to defend against overwhelming odds. To improve their chances they have learned to group men with specialist weapon skills in support units. These units perform tasks such as destroying bunkers, hunting tanks, blowing up bridges and so on."

    -a quote from the GamesWorkshop webpage

    Commissar: Men sometimes need to be reminded of their loyalties, or have their morales bolstered against long odds, even if it is at bolter-point. The primary purpose of the dour commissars is to remind the Guardsmen that fleeing is not an option, and that it would be better to die loyal Guardsmen than to be shot by one's own.

    Commissar: Human Thug /Officer

    "."

    -a quote from the GamesWorkshop webpage

    Priest: Religious fanatics, the priests of the Ecclesiarchy stand with the Guardsmen, seeing to their religious needs, giving last rites, and reminding the Guardsmen that, at least in spirit, the Emperor is with them always.

    Priest: Human Diplomat /Noble

    "."

    -a quote from the GamesWorkshop webpage

    Sanctioned Psyker: These lonely, depressing figures are used by the Imperial Guard for various purposes. Some can communicate over great distance, some can serve as psychic artillery, and some can even destroy tanks. The greatest fear, however, is that they might fall victim to the Warp, in which case they will be summarily shot, by a Commissar, to prevent any problems. Seeing as they are forced to use their powers, but only a twitch away from execution, it is understandable why they are so sad of figures.

    Sanctioned Psyker: Human Thug ; Psychic Potential

    "."

    -a quote from the GamesWorkshop webpage

    Techpriest: Trusted with the secrets of the Techpriests of Mars, and trained by the Adeptus Mechanicus, it is the sworn duty of a Techpriest to maintain the equipment of the Guardsmen, and to administer to the spirits of some of the more powerful devices they take into battle.

    Techpriest Engineseer: Human Expert /Tech Specialist

    "."

    -a quote from the GamesWorkshop webpage

    Ogryn: A race of abhuman heavy-worlders.

    Ogryn: Near-Human Thug 8

    "."

    -a quote from the GamesWorkshop webpage

    Ratling: More abhumans, these ones used as weasaly snipers.

    Ratling Sniper: Near-Human Thug 8; several ranged combat feats

    "."

    Rough Riders: .

    Rough Rider: Human Thug

    "Many primitive cultures retain the use of mounted infantry, and Imperial Guard Infantry Platoons have often benefited from the deployment of their brand of fast-moving support. Rough Riders can carry a variety of weapons, but the most famous is without doubt the explosive-tipped hunting lance."

    Stormtrooper: The elite soldiers of the Imperium. They are natural humans, and can be male or female.

    Stormtrooper: Human Thug 12

    Stormtrooper Veteran: Human Thug 16

    "."

    -a quote from the GamesWorkshop webpage

    IMPERIAL GUARD VEHICLES
    More so than any other force, the Imperial Guard make use of a great number of vehicles, from Leman-Russ Battle Tanks and Basalisk mobile artillery pieces to chicken-walker sentinels and Chimera troop transports: Chimera, Hellhound, Sentinel, Lemun Russ BT, Lemun Russ Demolisher, Basilisk,

    Chimera: .

    "The Chimera is a highly versatile vehicle and over the millennia it has been pressed into service in a variety of different forms. By far the most common variant has a turret-mounted multi-laser and hull-mounted heavy bolter. the weapon ports on the side of the hull allow passengers to shoot their lasguns in a hail of anti-personnel fire."

    -a quote from the GamesWorkshop webpage

    Hellhound: .

    Leman Russ: The standard tank chassis used by the Imperium, the Leman Russ is mobile, durable, and able to sport a wide array of weapons systems, depending upon the task to which they would be set. In antiquity, the design was created by Leman Russ, the Primarch of the Space Wolves Space Marines. He created it not to be sophisticated, but to be versatile, and to survive anything the enemy could hurl at it.

    Basilisk: Basically, a Basilisk is a howitzer cannon on a tank chassis. It possesses amazing, destructive firepower, coupled with equally amazing range, making it a significant threat to opposing forces, and one that they might never get close enough to to destroy, before they were finished. Its ordinance is not only strong, but it can destroy large areas in single shots, and it can also be used indirectly, as it often fights in heavy terrain, or cities, which isn't really a significant worry to a Basilisk detachment.

    "A fearsome piece of artillery, the Basilisk is capable of elevating to angles that allow it to fire at targets out of its field of vision. Its powerful shells are capable of smashing apart both infantry and vehicles with ease and the shriek of its incoming shells is rightly feared by the enemies of the Emperor."

    -a quote from the GamesWorkshop webpage

    Sentinel: .

    "Sentinels are ideal scouting vehicles, and their pilots are often forced to use their own initiative - qualities not always fostered in Imperial soldiers. Many of these pilots are highly individualistic and have a reputation as insubordinate mavericks.

    "When not pressed into service as scouts, Sentinel Squads are often used to harry the flanks of enemy formations or act as mobile anti-armour squadrons." "The Cadian Pattern Sentinel is armed with an autocannon, making it effective against light-to-medium armored vehicles and armour ed infantry. Cadian Sentinels are also often upgraded with extra armour, better protecting the crew within."

    -a quote from the GamesWorkshop webpage

    Leman Russ Battle Tank: .
    Class: Wheeled/Treaded [Ground]
    Crew: 2 (Skilled +4)
    Size: Gargantuan (11 meters long)
    Initiative: +0 (-4 size, +4 crew)
    Passengers: 0
    Maneuver: +0 (-4 size, +4 crew)
    Cargo Capacity: 200 kg
    Defense: 26 (-4 size, +20 armor)
    Speed: 66 m
    Shield Points: N/A
    Max Velocity: 160 km/h
    Hull Points: 200 (DR 20)
    Cost: Not available for sale

    Weapon: Battle Cannon; Fire Arc: turret-mounted; Attack Bonus: +2 (-4 size, +2 crew, +4 fire control); Damage: d10; Range Increment: 200 m.

    Weapon: Heavy Bolter Sponson (1); Fire Arc: rear through port to front; Attack Bonus: +2 (-4 size, +2 crew, +4 fire control); Damage: d10; Range Increment: 200 m.

    Weapon: Heavy Bolter (1); Fire Arc: rear through starboard to front; Attack Bonus: +2 (-4 size, +2 crew, +4 fire control); Damage: d10; Range Increment: 100 m.

    Weapon: Hull-Mounted Lascannon (1); Fire Arc: Front; Attack Bonus: +2 (-4 size, +2 crew, +4 fire control); Damage: d10; Range Increment: 100 m.

    "."

    -a quote from the GamesWorkshop webpage

    Leman Russ Demolisher: One of the most common variants of the Leman Russ, the Demolisher is equipped with the Demolisher Cannon, and is designed for short range bombardment and line-breaker tank. The extreme power of this weapon is hampered by the close distance it must be to the target to be effective. Demolishers are valued for close support by the Imperial Guard infantry, and can be equipped with the usual sponsons or Plasma Cannons and Multi Meltas to make them more effective against heavily armored units.

    The idea for the Leman Russ Demolisher may have come from the World War 2 American 75 mm Howitzer Motor Carriage M8 or the World War 2 Sturmtiger as they too have a snub nose cannon on the Turret.

    As Battle Tank.

    Weapon System 1
    Weapon: Demolisher Cannon; Fire Arc: turret-mounted; Attack Bonus: +2 (-4 size, +2 crew, +4 fire control); Damage: d10; Range Increment: 200 m.

    Weapon System 2
    Weapon: Hull-Mounted Lascannon; Fire Arc: Front; Attack Bonus: +2 (-4 size, +2 crew, +4 fire control); Damage: d10; Range Increment: 200 m. --OR-- Weapon: Hull-Mounted Heavy Bolter; Fire Arc: Front; Attack Bonus: +2 (-4 size, +2 crew, +4 fire control); Damage: d10; Range Increment: 200 m.

    Weapon System 3
    Weapon: Heavy Bolter Sponson; Fire Arc: back through port to front; Attack Bonus: +2 (-4 size, +2 crew, +4 fire control); Damage: d10; Range Increment: 200 m.

    Weapon: Heavy Bolter Sponson; Fire Arc: back through starboard to front; Attack Bonus: +2 (-4 size, +2 crew, +4 fire control); Damage: d10; Range Increment: 200 m.

    --OR-- Weapon: Multi-Melta Sponson; Fire Arc: back through port to front; Attack Bonus: +2 (-4 size, +2 crew, +4 fire control); Damage: d10; Range Increment: 200 m.

    Weapon: Multi-Melta Sponson; Fire Arc: back through starboard to front; Attack Bonus: +2 (-4 size, +2 crew, +4 fire control); Damage: d10; Range Increment: 200 m.

    --OR-- Weapon: Plasma Cannon Sponson; Fire Arc: back through port to front; Attack Bonus: +2 (-4 size, +2 crew, +4 fire control); Damage: d10; Range Increment: 200 m.

    Weapon: Plasma Cannon Sponson; Fire Arc: back through starboard to front; Attack Bonus: +2 (-4 size, +2 crew, +4 fire control); Damage: d10; Range Increment: 200 m.

    Leman Russ Vanquisher: A rare, more advanced variant of the standard Leman Russ, the longer-barreled Vanquisher Cannon mounted by the Leman Russ Vanquisher is capable of firing powerful anti-tank shells. In addition, a storm bolter is mounted coaxially to the main cannon. However, they are becoming increasingly rare due to the actions of the Ork Warlord Arrgard the Defiler, who scoured the Forge World Tigrus in M35, destroying the template for constructing the Vanquisher cannon in the process.

    Since the loss, efforts have been made to reproduce the remaining Vanquisher cannons, with mixed success. The worlds of Gryphonne IV and Stygies VIII have enjoyed the most success, and are both now capable of producing vanquisher cannons in limited quantities. Other Forge Worlds continue their efforts, though it is a slow and complex process.

    The two planet’s cannons are not exact copies of the original pattern. Instead, each possesses slightly different qualities. The Gryphonne cannons are longer than the Stygies equivalent, producing remarkable shell velocity to penetrate armour plate. Stygies cannons are shorter, and utilise a smaller calibre shell with no barrel rifling. However, the Stygies cannons have superior recoil absorption, allowing for superior accuracy with follow up shots.

    The remarkable penetrative power of the Leman Russ vanquisher means it is a highly desired tool for Imperial Commanders. Not even a Titan is safe from their mighty cannons. This fact has not escaped the Imperium’s enemies, who tend to make Vanquishers priority targets.

    As Leman Russ Battle Tank.

    Weapon System 1
    Weapon: Vanquisher Battle Cannon; Fire Arc: turret-mounted; Attack Bonus: +2 (-4 size, +2 crew, +4 fire control); Damage: d10; Range Increment: 200 m.

    Weapon System 2
    Weapon: Coaxial Storm Bolter; Fire Arc: turret-mounted; Attack Bonus: +2 (-4 size, +2 crew, +4 fire control); Damage: d10; Range Increment: 200 m.

    Weapon System 3
    Weapon: Hull-Mounted Lascannon; Fire Arc: Front; Attack Bonus: +2 (-4 size, +2 crew, +4 fire control); Damage: d10; Range Increment: 200 m. --OR-- Weapon: Hull-Mounted Heavy Bolter; Fire Arc: Front; Attack Bonus: +2 (-4 size, +2 crew, +4 fire control); Damage: d10; Range Increment: 200 m.

    Weapon System 4 (Optional)
    Weapon: Heavy Bolter Sponson; Fire Arc: back through port to front; Attack Bonus: +2 (-4 size, +2 crew, +4 fire control); Damage: d10; Range Increment: 200 m.

    Weapon: Heavy Bolter Sponson; Fire Arc: back through starboard to front; Attack Bonus: +2 (-4 size, +2 crew, +4 fire control); Damage: d10; Range Increment: 200 m.

    --OR-- Weapon: Heavy Flamer Sponson; Fire Arc: back through port to front; Attack Bonus: +2 (-4 size, +2 crew, +4 fire control); Damage: d10; Range Increment: 200 m.

    Weapon: Heavy Flamer Sponson; Fire Arc: back through starboard to front; Attack Bonus: +2 (-4 size, +2 crew, +4 fire control); Damage: d10; Range Increment: 200 m.

    Leman Russ Conquerer: One of the less common Leman Russ variants, the Conqueror is only produced in any significant quantities on Gryphonne IV, where the plans were originally discovered. Armed with the Conqueror Cannon, as opposed to the standard Battle Cannon, the Conqueror sacrifices outright destructive power in exchange for improved mobility and accuracy while firing on the move.

    Conquerors come standard with co-axial mounted storm bolters and searchlights, removing the need to expose a crewmember to fend off enemy infantry. The back of the turret houses an armoured ammunition access hatch, making re-arming the tank quick and easy. This hatch is also used to dispose of spent Conqueror shells.

    In the 39th millennium, the munition-adepts of Gryphonne IV unveiled a new shell type for use in the Conqueror. The Auger shells were designed to increase the tanks anti-armour effectiveness without sacrificing the mobility that made the Conqueror so valued. The shell contained soft explosives in a thin outer shell, designed to spread the explosive over the surface of the armour, before a microsecond fuse detonated the explosive. This causes the armour to crack and crater, as well as cause interior armour layers to break off and injure crewmembers (Essentially, a recreation of the modern HESH shell). The shell was considered a failure, and their production is no longer permitted.

    As Leman Russ Battle Tank.

    Weapon System 1
    Weapon: Conquerer Cannon; Fire Arc: turret-mounted; Attack Bonus: +2 (-4 size, +2 crew, +4 fire control); Damage: d10; Range Increment: 200 m.

    Weapon System 2
    Weapon: Coaxial Storm Bolter; Fire Arc: turret-mounted; Attack Bonus: +2 (-4 size, +2 crew, +4 fire control); Damage: d10; Range Increment: 200 m.

    Weapon System 3
    Weapon: Hull-Mounted Lascannon; Fire Arc: Front; Attack Bonus: +2 (-4 size, +2 crew, +4 fire control); Damage: d10; Range Increment: 200 m. --OR-- Weapon: Hull-Mounted Heavy Bolter; Fire Arc: Front; Attack Bonus: +2 (-4 size, +2 crew, +4 fire control); Damage: d10; Range Increment: 200 m.

    Weapon System 4 (Optional)
    Weapon: Heavy Bolter Sponson; Fire Arc: back through port to front; Attack Bonus: +2 (-4 size, +2 crew, +4 fire control); Damage: d10; Range Increment: 200 m.

    Weapon: Heavy Bolter Sponson; Fire Arc: back through starboard to front; Attack Bonus: +2 (-4 size, +2 crew, +4 fire control); Damage: d10; Range Increment: 200 m.

    --OR-- Weapon: Heavy Flamer Sponson; Fire Arc: back through port to front; Attack Bonus: +2 (-4 size, +2 crew, +4 fire control); Damage: d10; Range Increment: 200 m.

    Weapon: Heavy Flamer Sponson; Fire Arc: back through starboard to front; Attack Bonus: +2 (-4 size, +2 crew, +4 fire control); Damage: d10; Range Increment: 200 m.

    Leman Russ Exterminator: This infrequently seen variant is armed with twin linked autocannons and is generally deployed in an anti-infantry role. Sometimes the Exterminator is also utilized as a stopgap measure for anti-air defense due to its rapid firing speed. The Exterminator is unique in that it is also used (in small numbers) by the Space Wolves, making it the only Leman Russ variant fielded by any Space Marine Chapter.

    As Leman Russ Battle Tank.

    Weapon System 1
    Weapon: Twin-linked Autocannon; Fire Arc: turret-mounted; Attack Bonus: +2 (-4 size, +2 crew, +4 fire control); Damage: d10; Range Increment: 200 m.

    Weapon System 2
    Weapon: Hull-Mounted Lascannon; Fire Arc: Front; Attack Bonus: +2 (-4 size, +2 crew, +4 fire control); Damage: d10; Range Increment: 200 m. --OR-- Weapon: Hull-Mounted Heavy Bolter; Fire Arc: Front; Attack Bonus: +2 (-4 size, +2 crew, +4 fire control); Damage: d10; Range Increment: 200 m.

    Weapon System 3 (Optional)
    Weapon: Heavy Bolter Sponson; Fire Arc: back through port to front; Attack Bonus: +2 (-4 size, +2 crew, +4 fire control); Damage: d10; Range Increment: 200 m.

    Weapon: Heavy Bolter Sponson; Fire Arc: back through starboard to front; Attack Bonus: +2 (-4 size, +2 crew, +4 fire control); Damage: d10; Range Increment: 200 m.

    Leman Russ Executioner: A variant now produced only on the Forge World of Ryza, the Executioner is armed with the Plasma Destructor, a slightly more powerful version of the Plasma Cannon. A poorly understood and temperamental weapon, the Plasma Destructor is often criticized for its heavy power requirements, limiting the tank's effectiveness in extended engagements.

    The turret features emergency vents, heat shielding and coolant to both protect the crew and the weapon itself from damage should a containment field failure occur. However, due to bad design, the coolant feed lines run outside the turret, and are prone to damage, rendering the emergency systems less than reliable. Crews dislike being made to work in the Executioner, and are prone to bailing out at the first sign of trouble. Crews which willingly command these tanks are often seen as foolhardy, extremely brave, or insane.

    TBD, hull based on the Leman Russ Battle Tank.

    Baneblade Super-Heavy Tank: The Baneblade is amongst the oldest Imperial tank design still in use. Created using Dark Age Standard Template Construct technology, it uses many systems that are now unique to its construction. This ancient STC data is limited to only a handful of forge worlds, and most of the original Baneblades come from Mars itself.

    It is claimed that in the distant past there were whole divisions of Baneblades in the Emperor's service, but today an Imperial army is fortunate to have a company of three, and more usually only a single Baneblade will be available. This is because there is immense demand for the Baneblade, both for its highly destructive abilities and also for the morale boost seeing such a behemoth gives to the Imperial Guard troops on the ground.

    As Leman Russ Battle Tank, till later. See here for some details.

    Weapon System 1
    Weapon: UNKNOWN; Fire Arc: turret-mounted; Attack Bonus: +2 (-4 size, +2 crew, +4 fire control); Damage: d10; Range Increment: 200 m.

    Weapon System 2
    Weapon: UNKNOWN; Fire Arc: Front; Attack Bonus: +2 (-4 size, +2 crew, +4 fire control); Damage: d10; Range Increment: 200 m. --OR-- Weapon: UNKNOWN; Fire Arc: Front; Attack Bonus: +2 (-4 size, +2 crew, +4 fire control); Damage: d10; Range Increment: 200 m.

    Weapon System 3 (Optional)
    Weapon: UNKNOWN; Fire Arc: back through port to front; Attack Bonus: +2 (-4 size, +2 crew, +4 fire control); Damage: d10; Range Increment: 200 m.

    Weapon: UNKNOWN; Fire Arc: back through starboard to front; Attack Bonus: +2 (-4 size, +2 crew, +4 fire control); Damage: d10; Range Increment: 200 m.

    Avenger-Class Grand Cruiser: .

    Ramilies-Class Starfort: .

    Also see here and here for some other tanks and things.

    IMPERIAL GUARD EQUIPMENT
    The Imperial Guard do not have exceptional access to great equipment, but what they do have is serviceable, survivable, and has helped protect the Imperium from countless threats over ten millennia. A sample of them are here, below:

    Weapons

    Stormbolter: .

    Power Weapon: .

    Plasma Pistol: .

    Hellgun: .

    Melta Gun:

    Plasma Gun:

    Table: Melee Weapons

    Weapon Cost Damage Critical Range Increment Weight Stun Fort DC Type Size Group
    Vibrosword 250 2d6 20 -- 1.8 kg -- Slashing Medium Vibro

    Table: Ranged Weapons

    Weapon Cost Damage Critical Range Increment Weight Stun Fort DC Type Mutifire/
    Autofire?
    Size Group
    Blaster Pistol 500 3d6 20 10 m 1 kg DC 15 Energy M Small Blaster Pistols

    Armor

    Power Armor: These act as a combination of heavy battle armor and the Corellian Powersuit, as well as granting a sealed environment (p. 138). Only Techpriests may wear these suits among the Guardsmen, unless a rare Inquisitor shows up.
    Heavy Powered Armor: SM Power Suit; Cost: N/A; DR: 7; MDB: +0; ACP: -7; Speed: ; ;
    Note: all Powered Armor in Warhammer 40K is designed to function in conjunction with the Space Marine "black carapace". Characters who wear these powered armor suits only receive stat increases if they possess the black carapace.

    Carapace Armor: .
    Medium Armor: Carapace Armor; Cost: N/A; DR: 4; MDB: +3; ACP: -4; Speed: ; ;

    Flak Armor: .
    Light Armor: Flak Armor; Cost: N/A; DR: 3; MDB: +4; ACP: -3; Speed: ; ;

    Table: Armors

    Armor Cost DR MDB ACP ---Speed---
    (10m)/(6m)
    Weight
    Light Armor ** ** ** ** ** **
    Flak Armor N/A 3 +4 -3 N/A N/A
    Medium Armor ** ** ** ** ** **
    Carapace Armor N/A 7 +0 -7 8 / 4 20 kg
    Heavy Armor ** ** ** ** ** **
    SM TBA N/A 7 +0 -7 8 / 4 20 kg
    Powered Armor ** ** ** ** ** **
    SM Power Suit N/A 7 +0 -7 8 / 4 20 kg

    Other Miscellaneous Gear

    Bionics: .

    PREFERRED CYBERTECH OF THE IMPERIUM
    Other than bionics, most members of the Guardsmen don't live long enough to warrant such augmentations. Some make use of powerfists, and a few might have guns replacing arms, but the majority are unaugmented human beings.

    IMPERIAL GUARD-SPECIFIC PSIONIC POWERS
    The majority of Guardsmen possess no psychic powers. Those who do, and prove powerful enough to be useful, but loyal enough to the Ecclesiarchy to not become tainted are sanctioned psykers, and these men are assigned to commanders in the forces of the Imperial Guard.:

    TBA: TBA

    TBA: TBA

    TBA: TBA

    TBA: TBA

    PLEASE NOTE THAT THE PICTURES ON THIS PAGE WERE FOUND AT THE GAMES WORKSHOP WEBSITE, AND THEY BELONG TO GAMES WORKSHOP. FOR A REALLY FUN GAME, GIVE THE SITE A LOOK, HERE, AND SEE HOW AWESOME IT CAN BE, WHETHER YOU LIKE BUILDING ARMIES, CRUSHING THEM, PAINTING THEM OR MODIFYING THEM. PLEASE NOTE, I AM NOT TAKING CREDIT FOR MOST OF THE ABOVE STUFF, SIMPLY ADAPTING IT TO THE d20 UNIVERSE.

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