Imperial Guardsman
The soldiers of the Imperium are the Imperial Guardsman, the largest coherent fighting force in their galaxy, serving as the Imperium of Man's primary combat force and first line of defence from the myriad threats which threaten the existence of the human race. Made up of billions of men and women filling various roles from ground soldiers to vehicle crews. The rank and file are the Guardsman, which are mostly enlisted soldiers, but there are also conscripted members who have very little training and are rushed into combat, and the penal soldiers.
Guardsmen are used enmass, and depending on the commander, they can be used as cannon fodder, throwing wave after wave against an enemy, or used to put up a wall of laser fire, but they are not used in precision strikes, they are known as the Hammer of the Emperor.
While individually Guardsman are not very lethal, enmass where they can bring mass volleys of laser fire, heavy weapons and artillery, they can be quite deadly. Guardsman are typically found in teams of 6 or squads of 12, with a Sargent, with up to 2 wielding special or heavy weapons such as plasma rifles, flamers, melta weapons. Groups over 24 will have a higher level commander such as a commissar.
Imperial Guard Low-Level (Tough Ord 1/Strong Ord 1)
CR: 1
Size: Medium
Type: Human
Hit Points: 1d10+2 plus 1d8+2, 14 HP
Mass: 15
Init: +1
Speed: 30 ft
Defense: 16, touch 13, flat-footed 15 (+1 Dex +2 class +3 flak jacket)
Base Attack Bonus: +1
Grapple: +3
Attack: +3 melee rifle butt (1d6+2 bludgeon), or +3 melee bayonet (1d4+2 piercing), or +2 ranged lasgun (3d8 fire)
Full Attack: +3 melee rifle butt (1d6+2 bludgeon), or +3 melee bayonet (1d4+2 piercing), or +2 ranged lasgun (3d8 fire)
Special Attack: Fix Bayonets!
Special Qualities: For the Emperor!
FS: 5 ft by 5 ft
Reach: 5 ft
Allegiance: Imperium of Man, Emperor of Man
Saves: Fort +4, Ref +1, Will +0
Rep: +1
Abilities: Str 14, Dex 12, Con 15, Int 11, Wis 10, Cha 8
Occupation: Blue collar (Climb, Drive, Intimidate)
Skills: Climb +2*, Concentration +4, Drive +4, Intimidate +5, Listen +2, Profession +1, Read/Write English, Search +1, Speak English, Speak Italian, Spot +3, Swim +1*
Feats: Armour Proficiency (light), Personal Firearms Proficiency, Simple Weapons Proficiency
Possession: lasgun, 5 power packs, flak jacket, various gear and personal possessions. May be assigned other weapons as weapon specialist.
Imperial Guardsman Mid-Level (Tough Ord 3/Strong Ord 3)
CR: 5
Size: Medium
Type: Human
Hit Dice: 3d10+6 plus 3d8+6, HP 45
Mass: 15
Init: +1
Speed: 30 ft
Defense: 18, touch 15, flat-footed 17 (+1 Dex +4 class +3 flak jacket)
Base Attack Bonus: +5
Grapple: +7
Attack: +7 melee rifle butt (1d6+2 bludgeon), or +7 melee bayonet (1d4+2 piercing), or +6 ranged lasegun (3d8 fire)
Full Attack: +7 melee rifle butt (1d6+2 bludgeon), or +7 melee bayonet (1d4+2 piercing), or +6 ranged lasegun (3d8 fire)
Special Attack: Fix Bayonets
Special Qualities: For the Emperor
FS: 5 ft by 5 ft
Reach: 5 ft
Allegiance: Imperium of Man, Emperor of Mankind
Saves: Fort +6, Ref +3, Will +2
Rep: +2
Abilities: Str 15, Dex 12, Con 15, Int 11, Wis 10, Cha 8
Occupation: Blue collar (Climb, Drive, Intimidate)
Skills: Climb +3*, Concentration +5, Drive +8, Intimidate +6, Jump +1*, Listen +3, Profession +5, Read/Write English, Read/Write Italian, Search +2, Speak English, Spot +5, Swim +2*
Feats: Alertness, Armour Proficiency (Light), Personal Firearms Proficiency, Simple Weapons Proficiency, Advanced Firearms Proficiency
Possessions: lasgun, 5 power packs, flak jacket, various gear and personal possessions. May be assigned other weapons as weapon specialist.
For the Emperor!
Imperial Guardsman fight for a greater cause of the Emperor of Mankind and the Imperium, and as such they fight better as a group. Guardsman as long as they are in groups of at least 6 gain +1 to saves against fear and mind effects. Also they fight as one unit, if a group of 6 (or more) fight together against the same target, make 1 attack roll using the highest attack bonus +1 per 3 Guardsman in the group up to a maximum of 24 members (maximum +8 to attack roll), dealing 3d8 +1d8 per 3 Guardsman. When fighting as a group, pool hit points, increase Defense and saves by +1 per 3 Guardsman. When enough hit points are reduced to equal 3 Guardsman, reduce bonuses as if 3 Guardsman less.
Fix Bayonets!
The Guardsman can make a charge attack firing the lasgun first at -2 to attack roll, then making a melee attack with the bayonet attached to the lasgun with the normal +2 to attack roll and -2 to Defense, but on a successful strike deals double damage. This ability works with For the Emperor!
Lasgun
The lasgun is the Imperium of Man's standard laser rifle. It is a simple and reliable design that has been around for centuries and produced in the millions. It comes with iron sights and can alter its power level for a weaker shot, but increases the number of shots available, and has a bayonet lug for fitting a knife under the barrel for melee combat. The power packs for these weapons can be recharged by a number of ways, including sitting in the sun, normal recharging, or even placed in a high heat source such as a campfire.
Lasgun (PL6 Personal Firearms Proficiency)
Damage: 3d8
Critical: 20x2
Damage Type: Fire
Range Increment: 80 ft
Rate of Fire: S
Size: Large
Weight: 9 lbs
Ammo: 50 box
Purchase DC: 20 Res (+2)
Notes: Low Power Setting, bayonet lug
Low Power Setting - the lasgun can be switched to two lower power settings, 2d8 which increases number of shots in the magazine by 50% (75 shots if none fired yet), or 1d8 with double number of shots (100 if none fired). Takes a free action to switch between the settings but can only do so once per round.
The soldiers of the Imperium are the Imperial Guardsman, the largest coherent fighting force in their galaxy, serving as the Imperium of Man's primary combat force and first line of defence from the myriad threats which threaten the existence of the human race. Made up of billions of men and women filling various roles from ground soldiers to vehicle crews. The rank and file are the Guardsman, which are mostly enlisted soldiers, but there are also conscripted members who have very little training and are rushed into combat, and the penal soldiers.
Guardsmen are used enmass, and depending on the commander, they can be used as cannon fodder, throwing wave after wave against an enemy, or used to put up a wall of laser fire, but they are not used in precision strikes, they are known as the Hammer of the Emperor.
While individually Guardsman are not very lethal, enmass where they can bring mass volleys of laser fire, heavy weapons and artillery, they can be quite deadly. Guardsman are typically found in teams of 6 or squads of 12, with a Sargent, with up to 2 wielding special or heavy weapons such as plasma rifles, flamers, melta weapons. Groups over 24 will have a higher level commander such as a commissar.
Imperial Guard Low-Level (Tough Ord 1/Strong Ord 1)
CR: 1
Size: Medium
Type: Human
Hit Points: 1d10+2 plus 1d8+2, 14 HP
Mass: 15
Init: +1
Speed: 30 ft
Defense: 16, touch 13, flat-footed 15 (+1 Dex +2 class +3 flak jacket)
Base Attack Bonus: +1
Grapple: +3
Attack: +3 melee rifle butt (1d6+2 bludgeon), or +3 melee bayonet (1d4+2 piercing), or +2 ranged lasgun (3d8 fire)
Full Attack: +3 melee rifle butt (1d6+2 bludgeon), or +3 melee bayonet (1d4+2 piercing), or +2 ranged lasgun (3d8 fire)
Special Attack: Fix Bayonets!
Special Qualities: For the Emperor!
FS: 5 ft by 5 ft
Reach: 5 ft
Allegiance: Imperium of Man, Emperor of Man
Saves: Fort +4, Ref +1, Will +0
Rep: +1
Abilities: Str 14, Dex 12, Con 15, Int 11, Wis 10, Cha 8
Occupation: Blue collar (Climb, Drive, Intimidate)
Skills: Climb +2*, Concentration +4, Drive +4, Intimidate +5, Listen +2, Profession +1, Read/Write English, Search +1, Speak English, Speak Italian, Spot +3, Swim +1*
Feats: Armour Proficiency (light), Personal Firearms Proficiency, Simple Weapons Proficiency
Possession: lasgun, 5 power packs, flak jacket, various gear and personal possessions. May be assigned other weapons as weapon specialist.
Imperial Guardsman Mid-Level (Tough Ord 3/Strong Ord 3)
CR: 5
Size: Medium
Type: Human
Hit Dice: 3d10+6 plus 3d8+6, HP 45
Mass: 15
Init: +1
Speed: 30 ft
Defense: 18, touch 15, flat-footed 17 (+1 Dex +4 class +3 flak jacket)
Base Attack Bonus: +5
Grapple: +7
Attack: +7 melee rifle butt (1d6+2 bludgeon), or +7 melee bayonet (1d4+2 piercing), or +6 ranged lasegun (3d8 fire)
Full Attack: +7 melee rifle butt (1d6+2 bludgeon), or +7 melee bayonet (1d4+2 piercing), or +6 ranged lasegun (3d8 fire)
Special Attack: Fix Bayonets
Special Qualities: For the Emperor
FS: 5 ft by 5 ft
Reach: 5 ft
Allegiance: Imperium of Man, Emperor of Mankind
Saves: Fort +6, Ref +3, Will +2
Rep: +2
Abilities: Str 15, Dex 12, Con 15, Int 11, Wis 10, Cha 8
Occupation: Blue collar (Climb, Drive, Intimidate)
Skills: Climb +3*, Concentration +5, Drive +8, Intimidate +6, Jump +1*, Listen +3, Profession +5, Read/Write English, Read/Write Italian, Search +2, Speak English, Spot +5, Swim +2*
Feats: Alertness, Armour Proficiency (Light), Personal Firearms Proficiency, Simple Weapons Proficiency, Advanced Firearms Proficiency
Possessions: lasgun, 5 power packs, flak jacket, various gear and personal possessions. May be assigned other weapons as weapon specialist.
For the Emperor!
Imperial Guardsman fight for a greater cause of the Emperor of Mankind and the Imperium, and as such they fight better as a group. Guardsman as long as they are in groups of at least 6 gain +1 to saves against fear and mind effects. Also they fight as one unit, if a group of 6 (or more) fight together against the same target, make 1 attack roll using the highest attack bonus +1 per 3 Guardsman in the group up to a maximum of 24 members (maximum +8 to attack roll), dealing 3d8 +1d8 per 3 Guardsman. When fighting as a group, pool hit points, increase Defense and saves by +1 per 3 Guardsman. When enough hit points are reduced to equal 3 Guardsman, reduce bonuses as if 3 Guardsman less.
Fix Bayonets!
The Guardsman can make a charge attack firing the lasgun first at -2 to attack roll, then making a melee attack with the bayonet attached to the lasgun with the normal +2 to attack roll and -2 to Defense, but on a successful strike deals double damage. This ability works with For the Emperor!
Lasgun
The lasgun is the Imperium of Man's standard laser rifle. It is a simple and reliable design that has been around for centuries and produced in the millions. It comes with iron sights and can alter its power level for a weaker shot, but increases the number of shots available, and has a bayonet lug for fitting a knife under the barrel for melee combat. The power packs for these weapons can be recharged by a number of ways, including sitting in the sun, normal recharging, or even placed in a high heat source such as a campfire.
Lasgun (PL6 Personal Firearms Proficiency)
Damage: 3d8
Critical: 20x2
Damage Type: Fire
Range Increment: 80 ft
Rate of Fire: S
Size: Large
Weight: 9 lbs
Ammo: 50 box
Purchase DC: 20 Res (+2)
Notes: Low Power Setting, bayonet lug
Low Power Setting - the lasgun can be switched to two lower power settings, 2d8 which increases number of shots in the magazine by 50% (75 shots if none fired yet), or 1d8 with double number of shots (100 if none fired). Takes a free action to switch between the settings but can only do so once per round.