Imperial Guard (Warhammer 40,000)

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The current Imperial Guard sourcebook.
The current Imperial Guard sourcebook.

The Imperial Guard are a specific army or faction in the Warhammer 40,000 and Epic tabletop games and universe. The army itself is characterised by being capable of fielding a multitude of lightly-armoured, average infantry in combination with some of the toughest and most powerful tanks in the game.[1] In the game universe, the Imperial Guard is a colossal military organisation consisting of many trillions of men and women from millions of different worlds and systems within the Imperium of Man[2].

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The Imperial Guard is a colossal military organisation, consisting of many individual armies throughout the Imperium, and forming the vast bulk of the Imperium's military machine. The Guard collectively numbers trillions of men from millions of different Imperial worlds.

Each Imperial Guard regiment is raised from a single world and numbers between five hundred and ten thousand fighting soldiers, supported by a huge array of light and heavy armoured vehicles. Each regiment also has its own entourage, consisting of support staff, camp followers, suppliers, tech-priests, doctors, religious leaders and the like.

Regiments are drawn from all types of planets of the Imperium from Holy Terra to Feral and Medieval worlds, and the contributions of some planets over the ten thousand years of the Imperium runs into the billions, if not more. The Imperial Guard are constantly at war, freeing worlds from Chaotic or alien influence, or defending them from the same. The Imperial Guard rely upon the Imperial Navy for transport to and from warzones.

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

The first edition of Warhammer 40,000 included rules for a force known as the "Army". Later their name was changed to "Imperial Guard."

The Imperial Guard, first introduced in White Dwarf 109, was bound by a series of rules relating to its command structure. Squads of units formed platoons under a command squad. Units that were separated from the command squad were more limited in action. The initial Imperial Army could include, besides the basic squads, Rough Riders (a form of mounted trooper), penal troops, human bombs and Abhumans (see below). Vehicles were limited to Rhinos, and Land Speeders.

The first incarnation of the Imperial Guard as a fully-supported army was in 1995, with the release of the Codex: Imperial Guard sourcebook for the second edition of Warhammer 40,000. This was the first time that the army itself had specific army rules collected in their own sourcebook.[3] With the release of the third edition of the game, almost all the Warhammer 40,000 armies eventually had new codices compatible with the new edition. In line with this, Codex: Imperial Guard was released in 1999,[4] followed by Codex: Catachans in 2001. This was a smaller sourcebook (or mini-dex/mini-codex) that was meant to be used in conjunction with the "parent" Codex: Imperial Guard. The mini-dex itself provided even more specific rules for fielding one of the more popular Imperial Guard sub-armies, the Catachan Jungle Fighters, for which plastic models were available.[5] In 2003, Games Workshop conducted the Eye of Terror worldwide campaign and released a corresponding sourcebook, Codex: Eye of Terror. This campaign sourcebook contained various rules, including a specific army list for another one of the Imperial Guard's notable sub-armies, the Cadian Shock Troops.[6] Soon after the campaign ended, the changes in the Cadian Shock Troops army list were integrated into the Imperial Guard rules, and Games Workshop released a second, revamped version of Codex: Imperial Guard.[1] To date, there has not been an official fourth edition ruleset version of Codex: Imperial Guard, although Games Workshop has stated that the latest codex is completely compatible with the newest version of the Warhammer 40,000 rules.

Cadian Shock Troopers
Cadian Shock Troopers

Because of the low in-game points cost of each individual Imperial Guardsman, Imperial Guard armies are capable of fielding a much larger number of troops than most other armies. In addition, they have access to various vehicles, such as the Leman Russ main battle tank, Basilisk mobile artillery, Chimera armoured troop transport and the Sentinel scout walker.

In the latest Codex, many "doctrines" allow Imperial Guard regiments to become much more varied, allowing players to, for example, make their troops more effective in close-quarters combat, upgrade their armour, or utilise special troop types.

In addition to humans, the Imperial Guard also contains several types of abhumans - species evolved from humans that differ markedly from the norm. The two species most commonly found are the Ogryns (the counterpart of the Warhammer Fantasy setting ogres) and the Ratlings (the equivalent of the halfling/hobbit).

One of the more distinctive aspects of the Imperial Guard army is its Commissars. They are represented as akin to stereotypical Soviet political commissars, simultaneously exhorting the troops to greater efforts and summarily executing anyone showing signs of cowardice.

Infantry Guardsmen are the backbone of the Imperial Guard. They make up the bulk of the Imperium's armed forces and can be counted in the hundreds of billions. Imperial Guard regiments can number anywhere between tens of thousands of infantry up to almost half a million, with attached artillery and mechanised formations swelling this figure even further.

Many cultures in the Imperium retain the use of cavalry, whether they be normal horses, cybernetically altered steeds, motorbikes or alien creatures. They are typically armed with a laspistol and close combat weapon, but can also carry shotguns or lasguns. The signature weapon of Rough Rider units is the hunting lance, a lance-like weapon fitted with a shaped charge in addition to or in place of the usual spearhead. Rough riders are used to harass the enemy's flanks or to act as a light reconnaissance unit.

Stormtroopers are a cadre of elite troops available to most Imperial Guard armies. They are equipped with better armour and equipments than ordinary Imperial Guardsmen. They wear carapace armour for protection and are armed with hellguns instead of the cheaper but less-powerful lasguns. Stormtroopers are often carried into battle in Chimera APCs or Valkyrie airborne assault carriers.

Using the above-mentioned doctrine rules, some regiments field Grenadiers which are specialized members of the same Imperial Guard regiment that have received specialist training and equipment. In-game, Grenadiers are represented by the same unit profile as Stormtroopers and perform a similar function, although they are completely different in background terms.

In the background literature, Stormtroopers do not belong to the Imperial Guard regiments that they are fielded with. Instead, they are trained and fielded by the Schola Progrema of the Imperium, prestigious academies which provide advanced training to many Imperial special forces.[1]

Outside of the tabletop games, Stormtroopers make an appearance as third-tier troops for the Imperial Guard faction in the video game Warhammer 40,000: Dawn of War: Winter Assault. Since the game's Imperial Guard faction is based on the Cadian regiment, the Stormtroopers are also referred to as Kasrkin.[7]

Early editions of Warhammer 40,000 included the option to field Imperial Beastmen. These were half human and half animal, the parallel to the Chaos Beastmen of the Warhammer Fantasy world. Their motivation, as subhumans, being the chance to "redeem" themselves for their obvious physical corruption. In later editions they were removed from the Imperial Guard to appear in a more logical place alongside the ranks of Chaos.

In White Dwarf US issue #302/UK issue #303, an official article was published featuring Doctrines to allow Imperial Guard armies to take units of other types of Abhumans. The article featured Beastmen (Homo Sapiens Variatus, not quite as extreme as the original beastmen), Mutant Slave Levies (ordinary mutant slaves rounded up for cannon fodder), Feral Ogryns (even nastier and more primitive than regular Ogryns), Nightsiders (originating from worlds of perpetual or near-perpetual darkness, little to no ability to see but perfect warriors for Night Fighting missions), Afriel Strain Soldiers (genetically engineered from DNA taken from great heroes of the Imperium, who were better soldiers but were very unlucky and unpopular), Subs (relatively genetically stable but still hideously deformed mutant sub-breeds) and Gland Warriors (Imperial Guardsmen implanted with special organs and glands that secrete combat-useful chemicals, such as stimulants and pain-killers).

Main article: Ogryn

Large, powerful abhumans valued for their strength, limitless enthusiasm and almost childlike devotion to the Emperor. They are typically armed with Ripper guns, simple and brutal weapons much like the Ogryns themselves. The ripper gun has a strong shot, but little accuracy. The bayonet of a ripper gun is big and dangerous. But if any Ogryn shows even the faintest bit of intelligence they may be eligible to have a operation to become an Ogryn sergeant or bone'ead. Ogryn intelligence is very low but their strength makes up for it.

Main article: Ratling

A Ratling is everything the Ogryn is not: small, weak, but very intelligent. They are possessed of keen eyesight, and their small size makes it easier for them to hide. They're typically relegated to non-combat support duties, but often serve as marksmen on the field. Though it is said that they're excellent cooks, they are also known for their sticky fingers, which makes them unpopular with many Guardsman.

Sanctioned Psykers can predict near events and can be found in some Imperial Guard Command Squads. They supplement the army with psychic powers.

Main article: Techpriests

Known as Enginseers, these representatives of the Adeptus Mechanicus repair and maintain the vehicles of the Imperial Guard. Often accompanied by Servitors, Enginseers will even rush to repair vehicles while under heavy fire.

Some of the major strengths of the Imperial Guard army are their vehicles. From the fragile Sentinel to the devastatingly destructive Leman Russ Demolisher, the vehicles of the Imperial Guard significantly add to their effectiveness as an army.

The primary appeal to Imperial Guard players of the Warhammer 40,000 game is that the Guard are "human". In a game filled with genetically modified supermen, alien mystics and all-consuming hive-minds, the Imperial Guard are just simply soldiers. Carrying a lasgun and wearing flak armour, the Imperial Guard are forced to rely on sheer numbers, massed-fire tactics and courage to win their battles.

Secondly, the Imperial Guard have a large range of tanks and armoured vehicles compared to many other armies, and have been heavily supplemented by the Forge World Imperial Armour series of books and resin kits. This appeals to the "treadheads" (or "tank-lovers") among the player community, and was catered to in the third and fourth editions of the game by the release of rules for an Armoured Company composed entirely of tanks. This army list can also be used to field Siege Regiments comprising of forward Artillery vehicles. It was Chapter Approved for the 2006 Tournament circuit.[8] This was further developed upon in the Apocalypse Supplement with the Emperor's Fist Tank Company.

Another draw for players is the variety of model styles for the miniatures. The various Imperial Guard regiments produced or described by Games Workshop draw on a variety of historical and fictional inspirations. In the earliest editions, the Imperial Guard were very homogeneous in appearance and there was no visual distinction between regiments other than colour and decoration of their uniforms. As of the 4th Edition, however, there are several different stylings of infantry soldiers, in plastic, metal, or resin, available from Games Workshop or Forge World.

There are around a million worlds contributing Imperial Guard regiments to the Imperium's defence, each world having its own methods of training, its own unique equipment, and its own specialisations. Even so, the regiments of certain worlds stand out, and are renowned throughout the Imperium for their deeds, strengths and methods of combat.

Imperial Guard armies are organised under several levels, the most common being the regiment. A regiment consists of 1 to 5 Battalions each of which consisting of five to twenty-five companies while a company includes between 50 and 200 soldiers. When a regiment becomes too small to become combat effective it is merged with other units into combined regiments. However,information suggested in the recent expansion Apocalypse suggests that a Guard regiment is made up of 3-20 companies, each consisting of 3-6 platoons, which are in turn made up of two-6 squads led by a command squad. Note that in tank companies, each tank is considered the equal of a squad, and in super-heavy companies, each tank is considered the equal of a platoon.

The diversity of Imperial Guard regiments mean that there are literally thousands of variations on officers' ranks throughout the Imperium. However, local variations are generally tied to a basic standard list of officer ranks, for determining comparative seniority between regiments, a tentative hierarchy of which might be as follows:

  • Lord Commander Militant of the Imperial Guard
  • Lord Commander Militant (High Commander Militant)
  • Lord General Militant
  • Lord Marshal
  • Lord General
  • General
  • Major General
  • Lieutenant General
  • Brigadier Marshal
  • Brigadier General
  • Brigadier - Brigadiers are not considered to be General ranks in the Imperial Guard, instead they are the most senior officers to be found in the field.
  • Colonel
  • Lieutenant Colonel
  • Major
  • Captain
  • Lieutenant

Two other notable officer ranks exist amongst the Imperial Guard. Commissars (almost certainly modelled on the Soviet political officers of the same name) are individuals attached to Imperial Guard regiments for the purposes of maintaining rigid Imperial discipline throughout the Guard. For strategic purposes, Commissars have little authority and are usually subservient to the tactical decisions of line officers. However, exceptionally experienced commissars may be given field commands, such as Delane Oktar and Ibram Gaunt in Dan Abnett's novel First and Only. The fact that any commissar can detain or execute any standard rank up to Lord General Militant (although summary executions are rare for ranks higher than Colonel) makes this distinction somewhat academic, as any commissar could remove an officer from command and assume control of the officer's unit.

The rank of Warmaster is a title issued by the High Lords of Terra to a military commander (usually a previous holder of the Lord General or Lord Marshal rank, or else an Admiral of the Imperial Navy) when one overarching leader is deemed necessary to command a crusade of historic magnitude (examples include the Warmasters Horus, Slaydo, Macaroth, Solon and Lord Commander Solar Macharius). A Warmaster’s military authority is absolute within his assigned area of operations, and it is for this reason that a Guard officer desiring this rank must be seconded by two Admirals of the Imperial Navy (similarly, a Naval officer holding the rank must be seconded by two Generals, or other senior staff officers, of the Imperial Guard). There is seldom more than one of these individuals in the entire Imperium at any one time. While it is said that a commander with the rank Lord Solar is higher than a Warmaster they are actually the same rank. On occasion the rank Warmaster, due to its association with Horus, simply falls out of favour and is replaced with Lord Solar.

Other ranks of import to the Imperial Guard are the Imperial Commanders, who have authority over the standing forces on an Imperial world (generally held by the Planetary Governor of the world in question) and the Lord Commanders of the Segmentae Majoris, a primarily administrative rank whose incumbents are responsible for overseeing and directing the Imperial military within one of the five Segmentae of the galaxy.

All remaining troopers are enlisted soldiers. Like the commissioned ranks, the enlisted rank structure can vary wildly from regiment to regiment. However, the Imperial Guard enlisted rank structure roughly equates as;

  • Warrant Officer
  • Colour Sergeant
  • Sergeant
  • Corporal/Bombardier
  • Lance Corporal/Bombardier
  • Trooper/Private

Others mentioned include Master Sniper (usually a Sergeant however due to his speciality, does not wear any insignia), Sergeant Major (confusingly, this is not an actual rank and instead is the name given to Warrant Officers) and Command Sergeant. Again, other variations exist based on planet of origin, Crusade or Army group etc. Some Sergeants in the Imperial Guard are known as 'Veteran Sergeants' but this is not generally an actual rank - Veteran Sergeants are either very experienced holders of the Sergeant rank or senior NCOs. The evolved Ogryns and Ratlings seem either to follow no ranking system at all or some internal ranking system, although they are obliged to obey Imperial Guard officers. Some Ogryns are given surgery to augment their intelligence, a process known as "Biochemical Ogryn Neural Enhancement" (BONE). Ogryns that receive these modifications are able to act as middlemen between humans and other Ogryns, and are often known as "Bone 'eads".

From the PC game, Warhammer 40,000: Dawn of War

From the PC game, Warhammer 40,000: Dawn of War: Winter Assault Expansion Pack.

From the PC game, Warhammer 40,000: Dawn of War: Dark Crusade Expansion Pack.

The portrayal of the Imperial Guard in novels has often been contradictory and varied. Some works portray them as competent modern soldiers capable of following combined arms tactics, while others show them as barely trained conscripts using ancient World War I-era tactics. This could be due to the incredible variations of the worlds which guardsmen come from.

There are several novels featuring the Imperial Guard, published by the Black Library

  • The Last Chancers Trilogy, by Gav Thorpe:
    • 13th Legion
    • Kill Team
    • Annihilation Squad
  • The Ciaphas Cain series, by Sandy Mitchell:
    • For the Emperor
    • Caves of Ice
    • The Traitor's Hand
    • Death or Glory
    • Duty Calls
  • Double Eagle, by Dan Abnett.
  • Fifteen Hours, by Mitchell Scanlon.
  • Death World, by Steve Lyons
  • Rebel Winter, by Steve Parker

Imperial Guardsmen in the game Warhammer 40,000: Dawn of War
Imperial Guardsmen in the game Warhammer 40,000: Dawn of War

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

    1. ^ a b c Chambers, Andy; Haines, Pete, and Hoare, Andy (2003). Codex: Imperial Guard (2nd release), 3rd Edition, Nottingham: Games Workshop. ISBN 1-84154-410-8. 
    2. ^ Priestley, Rick (1998). Warhammer 40,000, 3rd Edition, Nottingham: Games Workshop. ISBN 1-84154-000-5. 
    3. ^ Priestley, Rick (1995). Codex: Imperial Guard, 2nd Edition, Nottingham: Games Workshop. ISBN 1-872372-92-9. 
    4. ^ Johnson, Jervis; Gavin Thorpe (1999). Codex: Imperial Guard, 3rd Edition, Nottingham: Games Workshop. ISBN 1-869893-52-2. 
    5. ^ Johnson, Jervis (2001). Codex: Catachans, 3rd Edition, Nottingham: Games Workshop. ISBN 1-84154-016-1. 
    6. ^ Chambers, Andy; Hoare, Andy, and Kelly, Phil (2003). Codex: Eye of Terror, 3rd Edition, Nottingham: Games Workshop. ISBN 1-84154-398-5. 
    7. ^ a b Relic Entertainment. Warhammer 40,000: Dawn of War - Winter Assault. THQ. Windows, (v1.40). (in english). 2005-09-21.
    8. ^ [1]
    9. ^ Relic Entertainment. Warhammer 40,000: Dawn of War - Dark Crusade. THQ. Windows, (v1.0). (in english). 2006-10-09.
    10. ^ Holistic Design, Inc.. Final Liberation: Warhammer Epic 40,000. Strategic Simulations, Inc.. Windows/DOS, (v1.0). (in english). 1997-11-30.
    11. ^ THQ. Warhammer 40,000: Fire Warrior. KUJI. Microsoft Windows/Playstation 2. (in english). September 2003.
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