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Equipment of 18th Light Infantry Regiment
Man-Portable Weapons
M41A3 Lasgun Assault Rifle
The
lasgun is the standard-issue weapon for all Imperial Guardsmen. It fires
a focused pinpoint laser bolt, which is effective when used en masse, but
considerably less effective when used singly. However, they are powerful enough
to remove an unarmored human limb in a single blast, although these shots are
individually not as effective against durable alien bodies or heavy armor.
M42E2 Longlas "Kentucky Long Rifle" Sniper Rifle
The
more powerful long las which is a term used to refer to lasguns modified
for sniper work, usually because they bear longer barrels and range. These weapons also
use overpowered liquid metal batteries known as hotshots, and have only
one power setting. This quickly wears out the barrels, which are replaceable and
good for about twenty shots each.
M78 Man-Portable Fusion Gun (Meltagun)
The
fusion gun is a commonly found special weapon in the forces of the Imperium. The
M78 fires a super heated burst of hydrogen fuel. The discharge is so hot that
fusion has begun (but not hot enough for it to be a superheated plasma like the
M77 or M75). It is
typically used as an anti-tank weapon in infantry formations. Common imperial slang for
fusion guns include meltaguns, melters, cookers or vape guns. Fusion guns are a common sight in
Space Marine and Imperial Guard armies.
M77 Plasma Infantry Gun

The
plama gun is a commonly found special weapon in the forces of the Imperium. The
M77 fires a super heated burst of hydrogen plasma. It is
typically used as an anti-tank weapon in infantry formations. The extreme heat
generated by the weapon makes the unpopular among Imperial Guard troopers. It is
rare to find the M77 outside of carapace armored or power armored troops.
M75 Plasma Pistol
The
plasma pistol is a shorter-ranged, single-handed pistol version of the
M77 plasma gun. It is most commonly carried by officers of both Space
Marines and Imperial Guard.
VP70 Bolt Pistol
The
bolt pistol is a common variant of the boltgun, and is available to
officers and seasoned veterans of the Imperial Guard - they are sometimes gifted
to Commissars, both for battling and to perform field executions of those too
cowardly for the Emperor's service, leading to the weapon being nicknamed the
"Bravery Bolter". A standard bolt pistol is capable of housing between 6 and 12
rounds of ammunition. Such weapons are often used by assault troops for Space
Marines, the Adepta Soritas, and the Chaos Marines. In extended engagements,
when reloading can mean almost certain death, a drum-shape magazine can be
attached.
M4A3 Laspistol
The laspistol is the pistol form of the lasgun, and operates in a similar
way. It is suitable for quick use rather than firepower or range, and is often
used in conjunction with a close combat weapon. Many laspistols have power packs
mounted in front of the pistol's grip rather than within the grip itself, so
that heat from the power cell can be quickly dissipated and the power cell
quickly changed when depleted. This also allows the laspistol to use the same
power pack as the lasgun, increasing the pistol's logistical flexibility. While
it is more likely to be hit when exposed and cause a potentially debilitating
explosion, the likeliness of this occurring is outweighed by the benefits.
Laspistols are carried primarily by Imperial Guard officers and advisers,
including Commissars, Techpriest Enginseers and Sanctioned Psykers. Some
dedicated close combat units of the Imperial Guard, such as Rough Riders and
special weapon squads can also be armed with laspistols
M112 Guided Missile System / Man-Portable
These
launchers fire two types of grenade/missile, Frag and Krak. Frag projectiles
(short for fragmentation) are designed to spray an area with shrapnel, making
them useful against lightly armored infantry. Krak projectiles cover less area
but they have improved penetrating capabilities, making them useful for either
heavily armored infantry or moderately armored vehicles.
M240 Flame Thrower
Flamers
are short-ranged special weapons that project an ignited stream of
promethium fuel over a wide area, igniting many enemies in a single gout of
flame. They are popular with Imperial Guard, Space Marine, Sisters of Battle,
Arbites and PDF units across the Imperium.
M5 Grenade Launcher
The
M5 grenade
launcher fires two types of grenade, frag and krak. Grenades, naturally, are
less powerful than missiles, but are easier to fire on the move. They can also
fire more exotic types of grenades, though these are not standard issue, and
need to be loaded for firing individually.
M402 Rocket Assisted Mortar (RAM)
Body Armor
M3 Flak Armor
The finest armor available to the Departmento Munitorum protects Imperial
Guardsmen. In most cases this will be sufficient for a Guardsman. The standard
combat dress of the Imperial Guard is made from hard-wearing ballistic fabrics
designed to resist hostile environments and prove hardy in the field, though
some are the result of centuries of tradition, leading to some variation between
regiments raised on different worlds.
Combat armor is usually designed as a vest or a sleeveless
jacket which covers the upper torso. It is rather uncomfortable
and unpopular although it is cheap to make and generally
mass-produced. Really only useful for protection against
shrapnel and low caliber weaponry (hellguns, bolters and pulse
rifles will invariably pass right through it), the flak jacket
may not exactly be the armor of choice for many but, for better
or worse, it is the only armor that most Guardsmen have access
to.
M7 Carapace Armor
Comprised of rigid plates of armaplas or ceramite, carapace armor is made up
of plates that are molded to (loosely) fit the body. Usually a carapace suit
will cover the torso and major joints with separate plates for the limbs along
with a helmet, although it is also available in full body-suit form. Most
wearers are in a relatively fit condition compared to other flak-wearing
troopers, due to the armor being so heavy. Unlike flak armor it can
realistically be expected to stop a large variety of mid-range weaponry.
Carapace armor is also used by Imperial Guard Stormtroopers, Kasrkin squads and
some regiments of high-tech Imperial Guard.
M10 Ballistic Helmet
In addition to body armor, Guardsmen are also equipped with helmets to
protect the vulnerable cranial area. Injuries to this region of the body are
often fatal and thus maximum effort should be made to avoid such injuries. Where
risk of such injuries are unavoidable, the use of an M-10 ballistic
helmet offers the best protection from exploding shrapnel and fragmentation.
These tried and true helmets are blessed with good non-ballistic
protective qualities that also protect against injuries that may be caused by
concussive shockwaves from explosions.
Helmets protect the Guardsman’s head through a mechanical energy absorption
process and, therefore, their structure and protective capacity are altered in
high-energy impacts. The M-10 helmet weighs just over two kilograms
and has an ideal distribution of mass over the head center-line, meaning there
is a minimum moment of inertia, and no lag following rapid head movements. Each
helmet has an integrated outer shell and suspension system to provide a stable,
snug fit and has an adjustable standard two-point suspension system and
headband.
Other Gear
PRC252 Vox Caster
A communications array, similar to a radio, that can be as small
as helmet mounted links to massive banks of equipment at the HQ.
Usually a squad or platoon will have a link to HQ via one vox
unit and vox-beads for trooper-to-trooper communications.
PRC489 Master Vox Caster
Command units usually use more complex versions of vox casters -- known as
master vox casters. These can receive and transmit on multiple frequencies
at once, making them ideal for coordinating many squads simultaneously.
HG33 Long Range Ground Scanner
A long range scanner is a development of the Auspex
Long Range Sweep: With the scanner in this mode, enemy units will find it
difficult to get close to the Imperial Guard’s positions without being detected.
Any enemy unit that wishes to infiltrate must first roll a dice. On a 4+ they
may infiltrate as normal. On any other result they cannot infiltrate and must be
set up as normal with the rest of the army.
Short-Range Lock: The scanner locks onto an enemy unit and targeting
information is passed to a nearby Imperial Guard unit. Nominate an Imperial
Guard unit within 12” of the scanner. Roll a dice. On a 4+ this unit can re-roll
any To Hit dice that miss in the shooting phase. A unit with a Vox-Caster does
not have to be within 12”, but can be anywhere on the table. The Imperial Guard
unit chosen to receive the targeting data can be changed each turn. The
targeting data does not affect ordnance or barrage weapons.
K52 Medi-Pack
Essentially a medical kit linked to a diagnostic computer, the
medi-pack helps a medic to heal wounded or ill troopers in a
battle-zone. Sometimes in particularly vicious and dangerous
warzones, medics will have to scrounge for medical supplies and
beg for drugs from aid stations and passing Munitorum cargo
transports. Sister of Battle Hospitalers generally carry Medi-Packs
usable on normal human anatomy - and, in the service of the
Inquisition, for torture. Many an Imperial servant has had
reason to thank the gentle touch of the Hospitaler, and many an
Imperial enemy has had bad experiences with this 'gentleness'.
Imperial Guard medics are trained by the Hospitalers.
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Related Pages
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