The Emperors Guard Regiments

The Emperors Guard, known by various names such as the Emperors Regiments, the Imperial Combat Regiments, the Mortal Legions, or simply the Imperial Troops, stands as the most colossal and cohesive fighting force in the entire galaxy. It serves as the paramount military might and the first line of defense for the Stelar Imperium, safeguarding the very existence of the Human race in the turbulent 90th Millennium.
This formidable force comprises countless billions of men and women, an awe-inspiring assembly of hundreds of thousands of diverse regiments. Alongside them, a formidable array of light and heavy armored vehicles adds to the Emperors Guard's primary offensive prowess. When threats emerge that the world's Planetary Defense Force (PDF) fails to suppress, the Regiments promptly respond, charging forward to confront any peril that looms on the horizon.
Furthermore, the Emperors Guard fulfills a critical role in garrisoning key locations of strategic or cultural significance to the Stellar Imperium. Often found in defensive positions, they stand resolute, immovable bulwarks against any who would dare threaten the Imperium's prized territories.
Embracing an unyielding war for the survival of Mankind in a relentlessly hostile universe, the Emperors Guard stands as an indomitable bulwark, protecting the Stelar Imperium from the myriad dangers that lurk beyond.
At the heart of their combat strategy lies an overwhelming force of numbers that engulfs the enemy. Simultaneously, they unleash devastating artillery barrages that pound the foe into submission, while powerful main battle tanks move in to crush any remaining resistance. This combined tactic has earned the Emperors Guard the moniker "Hammer of Humanity." Their sheer force is a cataclysmic blow that strikes with relentless intensity, leveling the opposition before them.
However, it should be noted that the Emperors Guard's approach is not as direct or precise as that of their esteemed Imperial Marine allies in the Legio Imperialis. These revered warriors are aptly called the "Scalpel of the Emperor." They specialize in surgical planetary assaults, conducting stealthy special operations and executing precise decapitation strikes against the heart of the enemy's power.
== Operations ==
The Emperors Guard, the backbone of the Stellar Imperium's military might, relies on its Troopers of the infantry lines as the foundational structure of its force. However, it is unusual for regiments to dispatch formations composed solely of Troopers, as they are often accompanied by auxiliaries or support elements to enhance their effectiveness in battle. In the chain of command, Emperors Guard officers, typically Colonels or Generals, are often accompanied by specialized personnel from different branches. These might include Imperial Sanctioned Psykers from the Temple Esoterica Imperialis' Psykana facilities, or officers from the Imperial Navitoris who relay coordinates to harass enemy deployments and conduct interception attempts.
In addition to its countless billions of Troopers, the Emperors Guard also has access to a considerable number of specialized troops and auxiliaries, including sub-human and Abhuman forces. Among them are the disciplined Black Storm Regiments, drawn from the Temple Progenium Imperialis facilities on various Imperial worlds. The ICR can also call upon Abhuman Thael Bors from Feral Worlds, utilizing their brutish strength to compensate for the Troopers' lack of close combat endurance. Leporidean snipers, with their small size and nimbleness, infiltrate enemy lines to wreak havoc from the shadows with their nailer rifles.
Despite the Emperors Guard's ability to unleash a withering barrage of laser bolts, opponents that close the distance and engage them in close combat often gain a significant advantage. Troopers find themselves outmatched in melee, leading to bloodbaths when facing foes skilled in close-quarter combat.
Different Emperors Guard Regiments adopt varying methods of warfare. While most engagements involve battles of attrition, some Emperors Guard units work alongside auxiliaries or specialized troops to achieve different tactical outcomes, such as sabotage, infiltration, or demolitions.
The Emperors Guard stands as the stalwart primary fighting force of the Stellar Imperium, drawing upon an endless supply of Troops from various human-settled worlds. Each Imperial world provides an annual tithe of Troopsmen, along with quotas of las-gun production and armored vehicles, to sustain the relentless war machine that is the Emperors Guard.
The hierarchy and formations of local Planetary Defense Forces (PDF) may differ from world to world. Some PDFs may consist of irregular troops like spire-gangs, while others are professional armies with proper military organization and equipment. In the Emperors Guard, the primary tactical and strategic formation is the Regiment, which provides a versatile and lethal command structure for any Imperial warzone. Regiments consist of various troops, including Infantry Squads, Conscript Militia, and Armored Fighting Vehicles. Some Regiments focus on mechanized formations called Iron-Claw squads, where an Infantry Squad is attached to a dedicated Armored transport. This mixture of troops from different regiments ensures the Emperors Guard's versatility and adaptability in various combat scenarios.
The equipment and weaponry of the Emperors Guard encompass a wide range of common Imperial hand-held armaments, from standard-issue Pulse-Carbine to high-powered plasmors and the Hell-Eater Carbines used by the Black Storms. Emperors Guard Troopers vary in training and quality, ranging from those who have been trained to kill from childhood to ordinary Imperial citizens who were conscripted into the ICR. Regardless of their background, all Troopers undergo intensive training to use various weapons effectively before being deployed to the battlefield. They are braced for the shock of facing foreign and sometimes alien worlds, adjusting to unfamiliar environments and experiences as they fulfill their duty in service to the Imperium.
== Logistics ==
Each regiment of the Emperors Guard is comprised of a substantial number of soldiers equipped with a diverse array of wargear. The task of providing for their basic needs, including billeting, feeding, and supplying adequate equipment for extended conflicts, demands significant resources. The Temple Munitorus Imperialis is ostensibly responsible for managing supplies, and its overworked scribes and adepts must constantly ensure that the appropriate gear is distributed to each regiment to maintain acceptable levels of efficiency.
When a regiment is initially raised, its home planet is expected to provide sufficient supplies as part of its military tithe to the Imperium. Thus, the troopers receive their first issue of foodstuffs, uniforms, battle armor, and standard kit, which generally aligns with the planet's standing military or Planetary Defense Forces. The only exception is the Lasgun, which is universally issued to Emperors Guard units as their standard weapon, regardless of its prevalence on their homeworlds. Once a regiment has received these supplies and undergone rudimentary training, the planetary tithe is considered complete. The variations in military traditions and cultural inclinations of different homeworlds contribute to the distinct characteristics observed among Emperors Guard regiments from various star systems.
However, the initial supplies are rarely sufficient to sustain a regiment through a prolonged campaign. Vehicles, weapons, and gear degrade rapidly under battlefield conditions, and food supplies quickly diminish as the troopers strive to remain battle-ready. Consequently, the Temple Munitorus Imperialis, with the assistance of the Imperial Navy, must continue to ship supplies to war zones where they are needed. For worlds that regularly contribute regiments as part of their tithe, their own resources may be inadequate to meet the demands, requiring the import of food from agricultural worlds and other equipment from manufactoria. This ongoing resupplying process over time can lead to variations in the arms and equipment of a regiment.
Managing the vast reserves of food, fuel, and munitions required presents a significant logistical challenge for any Emperors Guard regiment. Rationing becomes a critical factor, and officers responsible for supply and inventory must exercise constant vigilance to ensure responsible allocation of wargear. Improper management can quickly deplete these reserves, leaving a regiment unable to operate at the expected levels of efficiency. Different regiments may adopt various policies to ensure reliable allocations, but it ultimately boils down to a logistical system that ensures necessary supplies are available without wastage.
As sworn servants of the God-Emperor, Emperors Troopers dedicate their lives to the Imperium's service. They do not own any of their wargear; instead, it is entrusted to their care by the Temple Munitorus Imperialis. Thus, a trooper cannot expect to purchase new equipment or receive special compensation in exchange for his service, as all gear is provided by the Temple. Each trooper is issued a standard kit consistent with the gear given to all members of the regiment, and those with specific responsibilities receive specialized gear accordingly. It is the trooper's responsibility to maintain and return the equipment in fully operational condition, and any loss or damage must be justified to regimental command.
Despite this formal system, practical realities sometimes deviate from the intended process. Troopers may find themselves in possession of gear outside their regular mission specifications, either because it is deemed necessary or due to clerical errors in supply distribution. While officially, a unit must assume responsibility for any officially assigned gear, goods delivered without a paper trail might be exploited by the troopers for their own purposes, especially in the vast expanse of the galaxy where countless battlefronts share similar names.
== Relations with the Legio Imperialis ==
The Emperors Guard is made up of devoted men and women with unwavering faith in the God-Emperor of Mankind. However, they are still mortal beings, flesh and blood, and to them, the superhuman Imperial Marines of the Legio Imperialis are like gods walking amongst men. The common troopers hold the Imperial Marines in awe and reverence, considering them to be almost divine beings. For most people in the Stellar Imperium, including the Emperors Guard, encountering an Imperial Marine is a rare and mythical event, leading to the creation of legends, myths, and superstitions surrounding these enigmatic warriors.
Across the various Imperial cultures and the regiments of the Emperors Guard, beliefs about Imperial Marines vary widely. Some cultures view them as the literal sons of the Emperor, bestowed with his divine power and protection. Others fear them as bearers of the Emperor's judgment, capable of striking down their foes with a mere glance or commanding entire armies with a single word. Tales abound of small groups of Imperial Marines conquering entire planets or holding off hordes of alien foes. Certain Legions, like The Sons of the Morning, The Avenging Shields, Scarlet Lions, The Imperial Harbingers, The Errant Sons of Ademar, and The Bulls Palatine, are particularly celebrated and glorified throughout the Stellar Imperium. On the other hand, Legions such as The Carcharodon Sons, Legio Corvorum Mortis, and The Iohiran Kinship inspire dread and fear.
Encountering an Imperial Marine can leave even seasoned Emperors Guard troopers awestruck, often dropping to their knees in abject supplication. Even high-ranking officers may find themselves stammering in the presence of these Battle-Brothers. Imperial Marines, for the most part, pay little attention to mere mortals, and earning their respect is a rare feat reserved for exceptional individuals. The mere rumor of their presence in a war zone can stir excitement and trepidation among Emperors Guard troopers, though such rumors often turn out to be false. A single encounter with a squad of Imperial Marines becomes a legendary event for those mortals fortunate enough to witness it, leading to hushed tales of awe shared around officers' mess tables for years to come.
== Imperial Combat Regiment Rank Hierarchy ==
The military organization of the ICR 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 Emperors Guard in a given war zone.
From highest to lowest, the ranks of the ICR include:
Rank 	Summary
Lord Commander Militant	Supreme Commander of the ICR and a High Lord of Terra.
Lord Commander 	Supreme military commander of one of the five Imperial Proxima.
Lord General Militant 	Supreme military commander of a designated theatre of operations or Imperial Crusade.
Lord General 	Various different titles for this rank exist depending upon cultural context, including Lord Castellan, Lord Marshal and Captain-General. This general officer commands an entire army group and is a member of the General Staff of the ICR.
General 	Various different titles for this rank exist depending upon cultural context. This general officer is the leader of multiple regiments in an army group or the commander of a single battlegroup and is a member of the General Staff of the ICR.
Colonel 	Various different titles for this rank exist depending upon cultural context. This officer is the commander of an entire regiment or equivalent formation.
Major 	Various different titles for this rank exist depending upon cultural context. This officer is usually the executive officer of an entire regiment or equivalent formation, or the commander of a regimental sub-formation incorporating multiple company-sized units.
Captain 	Various different titles for this rank exist depending upon cultural context. This officer is the commander of a company or equivalent-sized formation
Lieutenant 	Various different titles for this rank exist depending upon cultural context. Commander of a platoon or equivalent-sized formation.
Sergeant 	Various different titles for this rank exist depending upon cultural context. This non-commissioned officer is the commander of a squad or equivalent-sized formation.
Corporal 	Various different titles for this rank exist depending upon cultural context. This non-commissioned officer can serve as the commander of a squad or equivalent-sized formation in the absence of a Sergeant.
Trooper (Troop) 	A rank-and-file enlisted trooper.
Specialists 	The ICR is assisted by a range of specialists who hold no official place in its military chain of command. These include the Commissariat, Priests of the Emperor's Ecclesiarchy, Tech-priests, Enginocysts and their Votary's, Sanctioned Psycasts, Inquisitors.
=== High Command ===
Since the dark days after the end of the Horus Heresy when the Imperial Reformation was completed by Robute Guilliman, the Emperors Guard has been controlled jointly by the Chancellor of the Estate Imperium, the Master of the Administratum and the Lord Commander Militant of the Emperors 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 Emperors Guard, and he is directly assisted by the five Lord Commanders of the Emperors 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 Emperors 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 Emperors Guard in their Segmentum. The highest "conventional" rank reachable in the ICR 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 Legio Imperialis, 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 strategist, he must also be a good politician and have the courage to stand up to the priests of the Ecclesiarchy or even to a Imperial Marine Legion Master when necessary.
=== General Staff ===
The General Staff of the Emperors Guard is not a coherent organization; 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 decentralized 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 Legio Imperialis 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 organize battle plans and strategy.
Operating in parallel to this command tree is that of the other Imperial organisations the Emperors Guard comes into contact with, principally that of the Temple Commissarial Imperialis. Commissariats are integral parts of the Emperors Guard command echelons, with every regiment having at least one Commissariat attached to it, and likely more. Commissariats 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 Emperors 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 Emperors Guard's chain of command are the numerous priests of the Adeptus Ministorum who accompany the ICR's soldiers and ensure their devotion towards the God-Emperor, and the Tech-priests of the Jovian Mechanicus who provide the required expertise to keep the numerous machines and vehicles of the Emperors Guard working. Last but not least come the Psycasts of the Adeptus Astra Telepathica, the Astropaths and Sanctioned Psycasts 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 Emperors 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 Emperors Guard, the Imperial Navy or even the Legion Master of one of the Legio Imperialis Legions 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 Emperors Guard, who serves on the Senatorum Imperialis as one of the High Lords of Terra and is the commander-in-chief of the Emperors 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 Stellar Imperium.
=== Regimental Officers ===
According to the Tactica Imperium, Emperors Guard regimental command officers range in rank from Colonel to Lieutenant. In practice, however, the individual regiments making up the vast Emperors 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 ICR. 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 Trooper'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 standardized 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 Emperors Guard regiment, and the primary assistant to the regiment's commanding Colonel. This rank is not universal in the Emperors Guard's organisation and only exists in certain regiments
* Captain - The Emperors Guard's Captains serve as Combat Unit Commanders, and can command either multiple infantry platoons bound together into a company, or multiple Iron-Claws bound together into an Armored Company. Captains are the most common senior officers found in an Emperors Guard regiment.
* Lieutenant - Lieutenants are the most junior officer rank to be found in the Emperors Guard. They serve as platoon leaders or as the leader of a single Iron-Claw.
=== Non-Commissioned Officers ===
Sergeants, Corporals and other non-commissioned officer ranks act as small unit commanders for the Emperors Guard, as well as providing almost constant oversight of the main body of Troopers 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 Emperors Guard who is either in charge of a single squad of 10 Troopers, or the tank commander for a single tank. Although they are often thought of as mere grunts, good Sergeants are just as necessary to the Emperors 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 Emperors Guard's officer corps.
* Corporal - A Corporal is a non-commissioned officer of the Emperors 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 Armored 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 Troopers. This is done to denote the fact that main gunners and drivers hold the most prestigious positions within the Armored 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 Troopers ===
The enlisted rank-and-file troops of the Emperors Guard perform a large variety of combat and support roles and make up the vast bulk of the Emperors Guard's forces. They are the grunts who ultimately get the job done for the Emperor. There are two kinds of troops in the Emperors Guard, namely the "regular" professional Troopers who have been raised from their homeworld and trained as part of the Imperial tithe and conscripts. Conscripts are those civilians present in an Emperors Guard warzone who get inducted into the Emperors Guard to replace losses for the duration of the conflict. Well-equipped but poorly trained, Emperors Guard conscripts are often used as reserve troops, manning static Defense posts and secondary battle lines, allowing the Imperial commanders to deploy their best troops on the frontline.
=== Officio Prefectus (Temple Commissarial Imperialis) ===
The Officio Prefectus, better known as the Temple Commissarial Imperialis, attaches one or more Commissariats to each Emperors Guard regiment in order to ensure that discipline and loyalty to the Emperor are maintained. A Commissariat is a political officer and doctrinal enforcer who has no official rank within the ICR'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 Commissariat can assume command of an Emperors 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 Emperors Guard hold no official rank within the ICR'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 Troopers forward to purge their opponents in holy flames. However, Emperors 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 Troopers, 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.
=== Jovian Mechanicus ===
The Tech-priests and Enginocysts of the Jovian Mechanicus are honoured guests of any Emperors Guard formation to which they are routinely attached. They hold no official rank within the ICR's hierarchy, but all Troopers are under the explicit command to protect the servants of the Machine God and assist them whenever necessary, such is the importance of their work to the ICR's mission.
=== Adeptus Astra Telepathica ===
Sanctioned Psycasts and Astropaths are often detached as counsellors to the various commanding officers of the Emperors Guard. They hold no formal rank in the ICR'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 Trooper that Sanctioned Psycasts 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 Void-taint. Yet the help they can provide to the Emperors 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 Emperors 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 Trooper to a whole battlegroup. The most sensible Inquisitors leave the tactical considerations to the professional soldiers, and often use the masses of the Emperors 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 Emperors Guard force, lending their peculiar expertise against a foe to the blunt instrument that is the ICR. Most officers dread being seconded to an Inquisitor, for it is akin to a death sentence: all too often those Troopers 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 Troopers 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.
== Psycasts in the ICR ==
Ruinous power. Highly destructive capabilities. A wild card, capable of turning the tides of war. These are the thoughts of many in the Temple Munitorus Imperialis when the idea of Psycasts comes into their minds. For the troops that must serve alongside these beings, they are enigmatic monsters drawing upon eldritch forces, kept in check only by the steady shot of a Commissariat’s Bolt Pistol. Psycasts are feared throughout the Imperium with good reason. On Feral Worlds, witches conjure demonic power and break all laws of nature. On more civilized worlds, those who are shown to be psychically active rarely have the time to even realise the power they hold before they are captured and taken to the dreaded Black Ships. From there, they either prove themselves useful enough to serve where needed, or prove too wild and dangerous to be allowed to live; those that come up wanting are taken to Terra. Once there, they will join tens of thousands more Psycasts in giving their souls to sustain the God-Emperor for another day.
While Psycasts are feared and distrusted throughout the Imperium, the empire of Mankind could not function without them. Psycasts are the links that hold the human-settled galaxy together -- psychic communication is the only means the Imperium has to communicate over the vast distances of space. Astropaths relay orders, allowing the sweeping force of the Imperial armies to spread across the galaxy. Without Psycasts, the Imperium would fall apart, with all of the many worlds Man has claimed being unable to communicate with even the lords of their sector. However, every Psycast is also a grave danger to those around them. Each Psycast is a gateway through which the daemons of the Void may enter the material world and bring destruction to Mankind. Thus, the collection and training of those who show signs of this power is a serious -- and often brutal -- undertaking. Those who brandish the power of the Void in the hopes of building cultish power often meet very swift ends at the hands of dreaded Inquisitors.
However, those who prove useful may be put to work for the benefit of Mankind. Clever and competent Wyrdvane Psycasts (Sanctioned Psycasts) may be put to use by the Imperial Guard, or find a place in the Imperial Navy, giving Imperial commanders advice pulled from the Aether. Particularly wily and talented Psycasts may be called in to serve the Inquisition. Many Psycasts are branded and marked, ensuring that they may be easily identified and punished for any unusual activity, wherever they may be.
Psycasts play an important role amongst the ranks of the Imperial Guard. Gathered into large psychic choirs, a group of Psycasts can weave their power together to perform extraordinary feats. As they gain experience, Psycasts can even ascend to the rank of Primaris Psycast, accompanying Imperial commanders into battle and summoning incredibly destructive powers to turn the tides of battle. These potent individuals are viewed with a mix of fear and awe by the general ranks of Troopers, and having a Psycast attached to an Imperial Guard squad can raise tensions considerably.
The Imperium needs Psycasts, but only those who can use the unstable powers of the Void for the good of Mankind. When the seed of power is found on any Imperial world, they are gathered, sedated and sent away on board the dreaded Black Ships. They are tested, and those found worthy are selected to attend the revered Temple Esoterica, where they may learn to control their power. Out of these countless Psycasts, only a very small percentage will leave alive. Most meet their end in the deadly training, or are executed by the overseers when their power exceeds their control. If they are to control the energies of the Empyrean, they must first learn its true nature. Many are driven mad when they first look into the roiling energies of the Void, and see it staring back at them. Those who survive their trials may become Sanctioned Psycasts.
Once sanctioned, a Psycast may be approached by certain powerful individuals, if they have shown exceptional power and control. For most Sanctioned Psycasts, they will get their chance to serve the Imperium and prove their loyalty to the Emperor amongst the ranks of the ICR.
Psy Rating (PR) is a raw measure of a Psycast’s power and his ability to draw power from the Void. The higher a Psycast's PR, the more powerful he will be. PR usually ranges from 1 (a novice Imperial Psycast or petty Void-witch) to 10 (a monstrous Greater Daemon or masterful Eldar Farseer), though in some extremely special cases it may go higher still. A starting Sanctioned Psycast of the ICR usually has a Psy Rating of 2, with a Primaris Psycast reaching 5 or 6 at the height of his power. Sanctioned Psycasts' individual relative weakness is the reason why they gather in Circles when in service to the ICR, as their combined power allows the Circle to face off against a truly powerful Psycast and prevail where each Sanctioned Psycast individually would be swept aside.
Unfortunately for the ICRsmen fighting the Imperium's wars, the Psycasts of the Imperium are not the only beings in the galaxy who can wield the foul powers of the Void. From mysterious Eldar Farseers and vicious Chaos Sorcerers, to unpredictable Ork Weirdboyz and the ominous Zoanthropes of the Tyranid spire Fleets, powerful psychic individuals stand amongst the ranks of almost all of the enemies of Mankind. Simply seeing the destruction that can be wrought by these individuals can drive a Trooper mad.
== Forces of the ICR ==
==== Regimental Command Squad ====
In large-scale Imperial Crusades that usually involve large armies of the ICR, Troopers 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 Imperial Marine Legion 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 ICR company leads his troops as part of a Company 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 ICRsmen of the Command Squad are equipped with a variety of weapons from the Company's Armory - 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.
Command Squads are sometime bolstered by the presence of Regimental Advisors, whose task is to ensure and better the coordination of the company (or the regiment) with the other Imperial forces present. There are three recurrent types of advisors: the first is the Officer of the Fleet, an Imperial Navy junior bridge officer who serves as liaison with any present Imperial Navy starship and coordinates air support and orbital bombardment manoeuvres with the Aeronautica Imperialis, the division of the Navy that provides crucial air support for the ICR. The second is the Master of Ordnance, a junior officer who serves as an artillery spotter, and is trained and equipped to direct the punitive volleys from rear echelon artillery support. The third is the Astropath, whose instantaneous long-range telepathic messages allow for a quicker and better (re-)deployment of Imperial forces and ensure a rapid response to any unexpected development during a battle.
==== Commissariats and Lord Commissariats ====
Even in battle, a Trooper may need to be reminded of his duty to the Emperor to overcome his fear, and Commissariats of the Officio Prefectus 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, Commissariats are able to either inspire great deeds or strike fear into the hearts of Troopers. Either way, these emotions encourage the troops to stand their ground against an often horrific enemy and battle it out to the end.
Commissariats 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 Psycasts and Primaris Psycasts if they are possessed by the dark forces of the Void. If a commander or soldier is found wanting, or wavers in his duty to the Emperor, the Commissariat has full legal authority to immediately execute him. It is this mix of extreme corporal punishment and courage that makes Commissariats 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 Commissariat 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 Commissariats find their unbreakable strength of their faith in the missionary orphanages. This orphans are recruited into the ranks of the fiercely loyal Imperial Black Storms. Commissariats are often drawn from the ranks of these elite soldiers. Commissariats 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 Commissariat. As such, their training continues on the galaxy's battlegrounds where they are formed into special Commissariat Training Squads, fighting alongside Imperial Guard units.
The Commissariat-General is the senior Commissariat of the regiment with the longest service and most extensive campaign experience. It is the Commissariat-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 Commissariats and proceed to special training for their demanding responsibilities as Commissariats. The best way to achieve this is for the Cadets to be instructed under battlefield conditions. The Commissariat-General assigns Cadet Commissariats 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 Commissariat is then assigned to take the regiment's Commissariat Cadets and form their own tactical unit. This Commissariat Training Squad is made up of one Commissariat and nine Cadet Commissariats. The training of these Cadets Commissariats has no fixed duration. A Cadet qualifies as a full Commissariat on the judgement of the Commissariat-General. He will be awarded his Commissariat status as soon as he/she is deemed worthy of it by their actions. This newly promoted Commissariats provide great inspiration to the other Cadets on the battlefield. The new Commissariat can then be allocated Commissariatial 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 Commissariat 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 Commissariat-General or Commissariat under whom the ex-Cadet trained.
The few Commissariats who survive for long and demonstrate extreme valour and leadership may achieve the rank of Lord Commissariats. The gallantry of Lord Commissariats is legendary and tales abound of stranded, demoralised ICR squads being driven to valourous deeds by the leadership of such heroes. Lord Commissariats 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 Commissariat drives Imperial Troopers to extreme measures of discipline and in may cases they have been lead without fear into the heat of battle. Lord Commissariats are few and far between among the Imperium's forces, but they inspire their soldiers to acts of valour in a way no average Commissariat can.
==== Ecclesiarchy Priests and Crusaders ====
"No army is big enough to conquer the galaxy. But faith alone can overturn the universe."
:
These fanatical members of the Ecclesiarchy and ministers of the Imperial Cult follow the ICR on campaigns and battles preaching the righteousness of the God-Emperor. These Priests of the Ecclesiarchy play a vital role in the ICR, 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 ICRsmen following them, making them equally as ferocious as a Commissariat when it comes to motivating men, although they use religious inspiration rather than terror in the way most Commissariats do.
Adeptus 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 Troopers 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. During the Second Tyrannic War, the Miasman 15th "Brimstones" found themselves out of ammunition and cut off from reinforcements on the Shrine World of Dystra Angelicus. Roused by the righteous fervour of a trio of Ministorum Priests, the Miasmans sallied forth, butchering half a dozen broods with their knives before they were eventually cut down.
More than one ICR commander has been grateful for the powerful oratory of a Ministorum Priest. Their fiery speeches can stir a populace to rebel against a Heretic lord or persuade an army to lay down its arms and surrender to the mercy of the Emperor -- which is inevitably quick and bloody.
All members of the Ecclesiarchy carry with them a rosarius -- a symbol of Imperial faith as potent as the holy Aquila. The more bloodthirsty of Ministorum Priests, including those that have ties to the Redemption Cults, often preach in the swirling melee of combat, and so supplement their faith with snarling Chainswords and bulky pistols. Few liturgies are more rousing to the soldiery of the ICR than those accompanied by sprays of Traitor blood and the wet thud of carved enemy flesh hitting the ground.
Though a Ministorum Priest may serve within an ICR regiment -- sometimes for an extended period -- he is still formally part of the Ecclesiarchy, the religious body of the Imperium. In a practical sense this has little bearing on his place in a battle, for a Priest will follow the orders given to the regiment he has been seconded to, and will fight and die alongside the soldiers he shepherds.
Imperial Guard commanders who show exceptional zeal, unflinching faith and appropriate deference towards the Adeptus Ministorum are sometimes afforded a retinue of Crusaders. These warrior ascetics hail from the most mysterious of all the Ecclesiarchy's many orders -- the Cardinals Crimson -- and it is said that nowhere in the Imperium can more devout warriors be found, save perhaps for in the ranks of the Adepta Sororitas. Armed with formidable shields, shrouded in robes and wielding heavy longswords wreathed in crackling power fields, Crusaders form a dauntless honour guard that is nigh impenetrable in both body and spirit.
On the battlefield, Crusaders will often form a halo around their commander, allowing them to move freely wherever the Emperor guides. Xenos, Heretics and Traitors who would approach this holy officer are slaughtered by the Crusaders, while incoming fire ricochets harmlessly off their ornamented Storm Shields. Blessed are the soldiers serving under such a commander, for to fight in the presence of Crusaders is to be assured that the war being waged is truly righteous in the eyes of the Emperor.
==== Tech-priest Enginocyst ====
A Tech-priest Enginocyst is a heavily Armored warrior from the Jovian Mechanicus who can repair tanks and other Imperial vehicles on the battlefield. They can be accompanied by up to five other lobotomised 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 minimise 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 Servo-Arm is the most iconic tool of the tech-priest Enginocysts serving within the ICR. Powered by whirring servos, these large robotic limbs are articulated such that they can reach every point within several feet of the Tech-priest, and have enough strength to lift a tank chassis while track repairs are made. With an industrious Machine Spirit, a Servo-Arm is endlessly driven to repair and maintain its fellow mechanical creations, though should a Tech-priest desire, it can also visit ruin upon those who would interfere with his work. Its powerful claw, designed to clamp shut rents in the hulls of tanks, is equally effective at severing limbs and crushing skulls. With a single swipe, the Servo-Arm can send a Chaos Imperial Marine flailing, or punch through the ensorcelled plating of a taint-ridden Daemon Engine.
The Tech-priest Enginocysts are privy to the mystical secrets of the Machine Spirits that the Jovian 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 Armored companies, which are comprised primarily of tanks and other vehicles. However, in most Imperial Guard armies, the Tech-priests are shunned by their fellow Troopers because of their bionic enhancements and cybernetic disfigurements.
Many Tech-priest Enginocysts are accompanied on the battlefield by retinues of mindless Servitors. These lobotomised cyborg slaves are often vat-grown, though many were vicious Imperial criminals or Heretics prior to their enforced conversion. Regardless of their origins, most Servitors will boast industrial cybernetics allowing them to aid their master in his work. Others are fitted with hefty heavy weapons whose chattering volleys drive back the foe and permit the Enginocyst to make his repairs without interruption.
Servitors make effective battle-line troops, but only when shepherded by a Tech-priest who can engage the raw circuitry of their minds to direct their unthinking aggression. Without such guidance Servitors do little but fire wildly, and may even wander off without warning in pursuit of some erroneous protocol.
==== Regimental Advisors ====
The Adeptus Munitorum can call upon a vast array of esoteric personnel to advise ICR Company Commanders in battle. Be they enigmatic astrosavants, starch-collared aide-de-camps or ancillary military officers, these regimental advisors form an eclectic entourage who lend their diverse skills to whichever command post they are assigned to. While many senior officers resent the peculiar proclivities or bombastic second-guessing of such advisors, none can deny the strategic value of having these specialists present in the heat of battle. Each type of advisor serves as a representative of a different arm of the Imperial war machine.
A Master of Ordnance, for example, serves as a combat attaché dispatched from a Militarum Regimentum's artillery companies. They are the eyes on the battlefield, spotting for batteries of long-range weaponry nested far from the front lines. Utilizing complex ocular arrays and barometric auguries, they coordinate devastating artillery strikes on the enemy's positions. Wherever the Master of Ordnance directs their gaze, a rain of exploding shells is sure to follow. If mobile artillery is needed closer to the thick of combat, the Master of Ordnance will typically be stationed nearby to coordinate their devastating firepower.
An Officer of the Fleet performs a similar role to the Master of Ordnance, but is responsible for the coordination of aerial support for ground troops. As a junior commander of the Aeronautica Imperialis assigned to an ICR company, an Officer of the Fleet has the authority to direct the attack craft and personnel transports of the Imperial Navy. Under their guidance, squadrons of Valkyries are ordered to converge on designated targets where they lay down a fiery curtain of las-blasts and missile strikes. If a particularly high-value target cannot be reached by the Valkyries, an Officer of the Fleet can request a precision strike to be delivered by Aeronautica Imperialis vessels stationed in low orbit above the battlefield. With but a few calm words over long-range Vox, Marauder bombers descend from the stratosphere to drop their explosive payload on top of the unsuspecting enemy.
Astropaths are Sanctioned Psycasts in the service of the Temple Esoterica, and are commissioned to the ICR to aid the soldiers of the Imperium with their prognostications. Their ability to divine the shifting psychic currents amidst the roiling swirl of combat makes them invaluable to a Company Commander. Guided by an Astropath's dread visions, commanders order their Heavy Weapons Teams and tank squadrons to fire into seemingly empty patches of cover -- the resultant enemy screams and the wet splatter of shredded flesh quickly silence any doubts as to the Psycast's intuition. Astropaths are known to unsettle their comrades with their hollow, eyeless gaze and the susurrus of telepathic murmurs that fogs the air around them. Yet none can deny that their ability to project their thoughts, or to influence the thoughts of others, can make them a potent weapon on the battlefield.
=== Elites ===
==== Tempestus Scions ====
The Tempestus Scions of the Militarum Tempestus, also known as Black Storms in Low Gothic, are considered superior to other Imperial Troopers 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 Troopers would be unable to undertake. Black Storms are ruthless, proficient killers whose combat skills within the Imperial Guard are second-to-none. To complement their superior training, Black Storms are better armed and Armored than regular Troopers. Their bodies are protected by carapace Armor composed of rigid arma-plas and reinforced ceramite plate, protecting them better than the standard issue Flak Armor. Black Storms 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 soldiers outside Black Storm 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. Black Storms are taught to perform covert operations, spearhead assaults into fortified positions and storm key installations.
Trained in the Schola Progenium, these men commit to a rigorous program of physical and mental indoctrination that raises them to the peak of human conditioning. Loyal to the Emperor above all else, Tempestus Scions provide the Imperial High Command with a core of flexible, nigh-incorruptible soldiers. Militarum Tempestus Scions are often viewed with fear or resentment by the regular troops -– nicknames such as "glory boys" and "big toy soldiers" are common. Yet this rancour is nothing to the Scions themselves. Trained in covert operations and rapid insertion strike-tactics, they go to battle confident that their every deed is for the good of the Imperium itself. Deployed sparingly, they can be depended upon to complete any mission, no matter how deadly. Racing into battle aboard Armored transports or plummeting down on grav-chutes, the Scions are the sharp edge of the Imperial Guard's war machine.
=== ICR Troop Types ===
==== Troopers ====
Found in every single Imperial Guard regiment, the ICRsman is the ubiquitous representative soldier of the ICR, as he makes up the very backbone of the organisation's fighting force. Armed with low-power laser weaponry known as Lasguns, an individual Troopers lethality is minimal. Clad in standard Flak Armor fabricated from basic metallic alloys, they have little protection in comparison with the Legio Imperialis and the other intelligent species' front-line warriors. Instead of cybernetic upgrades, daemonic Chaos powers or biomechanical weapons, the ICRsmen face up to the universe's unimaginable horrors with nothing more than a las rifle in their hands and the fire in their bellies. Troopers are used differently by their regiment, depending on their commanding officer's preferences. Some regimental commanders choose to use the near-limitless number of Troopers 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 ICR like flesh shields -- force the enemy through the human meat grinder until it works no more. However they are used, the ICR 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 ICR, an infantry platoon comprises 1 command squad lead by a junior officer who serves as the Platoon Commander 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 ICR 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 Commissariat for wasting the time and countless lives of the ICR. 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 Armor, 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 Squads ====
Although some Troopers are equipped with a variety of powerful and specialised weaponry, the primary strength of the ICR'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 Trooper. Some opponents, especially enemy Armored vehicles, can easily shrug off volleys of Lasgun fire, and require a different solution than what standard infantry weapons can provide. Dedicated Heavy Weapons Squads are the ICR's answer to all those foes who prove invulnerable to massed Lasgun fire. They are equipped with Mortars, Missile Launchers, Heavy Bolters, Autocannons or Lascannons to offer long-range fire support or anti-Armor support to regular Troopers. Unleashing a torrent of indiscriminate firepower, a Heavy Weapons Squad 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 Heavy Weapon 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 or Heavy Weapons Squad boosts the firepower of individual squads or platoons, respectively, allowing them to engage enemy Armored 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 Troopers 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 "Trooper." 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 Troopers 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 Weapons Squads ====
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 Special Weapons Squads of specialist Imperial Troopers 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 Troopers 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 ICR -- 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 Troopers. 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 Stellar Imperium but have been given a chance to redeem themselves by the Imperial Justicariate 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 sanguineous 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 the 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.