-OOC-<br/><br/><br/>The second force listed is the Imperial Guard, I am not placing restrictions on the total number of Imperial Guard characters. For clarification Guardsmen/women are given 45  points to assign to their stats. With no maximum to what their stats can be.<br/><br/>They are also given 20 points to use towards their Wargear/Abilities. Each entry on the Wargear/Abilities list has a description of what that item is, a description of what effect it will have on your character in game, a cost in points (to be deducted from your allotted 20), and a Supply listing which represents how many of those items there are for a specific character class. For instance if there is 1 weapon A for the Tactical marine, and 1 weapon A for the Scout this does not mean that only one of them can have weapon A. It means that both a tactical marine and a scout can have weapon A.<br/><br/>If there are any questions feel free to ask.<br/><br/>-IC-<br/><br/><br/><span class="bbc_size" style="font-size: 24pt;"><em>The Yuktobonian "Lucky" 7th</em> Combined Regiment of the Imperial Guard</span><br/>The Imperial Guard is the primary fighting force of the Imperium, so numerous in size that even the Departmento Munitorum cannot place a figure on the number of Guardsmen under arms at any one time; the daily lists of new recruits and toll of casualties can run into the millions in a single day.This absolute numeracy provides the Guard with its main power; their ability to deploy in numbers that, eventually, result in victory. Attacking in seemingly endless influxes across battle-zones, charging forth under the cover of massive barrages and delivering massed lasgun volleys, in the Guard the individual Human soldier may appear a lost thing, almost forgotten. Yet the actions of these anonymous soldiers daily decide the fate of worlds.The Guard forms the very backbone of the Imperium; without it, Mankind would surely perish. Whilst Guardsmen are hardly the equals of Space Marines, fighting neither with the advantages of genetic enhancement or the most powerful personal weaponry, the Guard possesses the courage and the manpower to face and annihilate the enemies of the Emperor across the galaxy.<br/><br/><div align="center"><strong>What is the strongest weapon of mankind? The god-machines of the Adeptus Mechanicus? No! The Astartes Legions? No! The tank? The lasgun? The fist? Not at all! Courage and courage alone stands above them all!<br/><br/>— Lord Commander Solar Macharius +++</strong> </div><br/><br/><strong>Advantages:</strong>The Imperial Guard's primary strength is in it's numbers. Every Guardsman goes into battle knowing that they have unending amounts of troops and armor at their backs, and standing beside them. While the lives of individual Guardsmen are seemingly unimportant to their commanders, they are also unimportant to their enemies. Very rarely will any enemy make a concerted effort to kill a specific Guardsman. The Imperial Guard also boast the largest amount of combat support of any force in the Imperium.<br/><br/><strong>Disadvantages:</strong>Guardsmen are gifted with neither with the advantages of genetic enhancement or the most powerful personal weaponry. To be a Guardsman is to know fear, and to fight along side others who do, to be the weakest individual warriors of the Imperium.<br/><br/>(It should be noted that some Imperial Guard regiments include both male and female troopers. The “Lucky” 7th is one such regiment)<br/><br/><div class="floatleft">(http://images.elfwood.com/fanq/f/a/farseer3/jbewguard.jpg)</div><strong>Guardsman(Infinite Open Slots)</strong>: Guardsman (sometimes Private, Trooper or other regimental equivalent) is the generic term for the lowest enlisted rank in the Imperial Guard, no matter their military occupational specialty. It is also in use as a generic term for any member of the Imperial Guard, regardless of rank. The most common type of Imperial military force, there are estimated to be billions of Imperial Guardsmen in service at any one time. As a member of the standing army of the Imperium, the average Guardsman can be expected to fight against genetically-engineered super-beings, alien killing machines, warrior-mystics, or technology that appears akin to sorcery. Against the horrors of a galaxy permanently at war, the average Guardsmen is equipped with a type of flak jacket and a Lasgun fixed with a bayonet; victory and survival are won with the aid of fellow Guardsmen, courage and, of course, faith in the Emperor.<br/><span class="bbc_u">Wargear/Attributes</span><br/><br/><span class="bbc_u"><em>Lasgun:</em></span>The most common and widely used type of laser weapon in the Imperium. It is standard issue for all Imperial Guard infantry and most lower officers. Lasguns are reliable, easy to maintain and to produce, and are readily available on most Imperial worlds. It is a semi-automatic weapon which works by emitting a beam of focused light. The high amount of energy of the beam causes the immediate surface area of a target to be vaporized in a small explosion. It is a relatively unimpressive weapon when compared to many other weapons of The Imperium, but it's true strength lies in the awesome number of lasguns(and corresponding Guardsman) that the Imperial Guard can field in a single engagement.<br/><span class="bbc_u">Effect:</span>+2 Ranged Attack<br/><span class="bbc_u">Cost:</span>1<br/><span class="bbc_u">Supply</span>Infinite<br/><br/><span class="bbc_u"><em>Laspistol:</em></span>The laspistol is a smaller, more compact, pistol-version of the lasgun. There is little standardization in the design of laspistols, with most worlds producing their own versions. While they do not possess the range of the lasgun. They can be wielded one handed and also serve as a good back up weapon.<br/><span class="bbc_u">Effect:</span>+1 Ranged Attack, +1 Attack, One handed weapon allowing its user to wield a second weapon simultaniously<br/><span class="bbc_u">Cost:</span>1<br/><span class="bbc_u">Supply:</span>Infinite<br/><br/><span class="bbc_u"><em>Flack Armor:</em></span>The most basic forms of armor in common use by the Imperium. It is a relatively primitive form of armor, it is used most commonly by the Imperial Guard. Although it is a relatively ineffective armor, it is incredibly cheap and easy to make, requiring only a very low technology base making it the standard issue for Imperial Guardsmen.<br/><span class="bbc_u">Effect</span>+2 Defense<br/><span class="bbc_u">Cost</span>2<br/><span class="bbc_u">Supply</span>Infinite<br/><br/><span class="bbc_u"><em>Close Combat Sword</em></span>: One of mankind's oldest weapons the combat sword is in effect a large knife. Used for hacking, stabbing, and otherwise injuring it's user's enemy. While nowhere near as effective as a chain sword or power sword they can still prove useful in close quarters:<br/><span class="bbc_u">Effect:</span>+1 Attack<br/><span class="bbc_u">Cost:</span>2<br/><span class="bbc_u">Supply:</span>Infinite<br/><br/><br/><br/><span class="bbc_u"><em>Carapace Armor:</em></span>Carapace armor consists of large rigid plates of armaplas or ceramite molded to fit parts of the body. It is stronger and thicker than Flak armour, and it gives the wearer more likelihood of surviving a direct impact with standard small-arms rounds.<br/><span class="bbc_u">Effect:</span>+3 Defense<br/><span class="bbc_u">Cost:</span>3<br/><span class="bbc_u">Supply</span>Infinite<br/><br/><span class="bbc_u"><em>Vox-Caster</em></span>: The Vox-caster is a piece of Imperial technology used by the Imperial Guard to communicate orders over long distances. It is useful for allowing Guardsmen to successfully receive new orders, as well as call in support and re-reinforcements.<br/><span class="bbc_u">Effect</span>Allows it's user to each of the following forms of combat support once per mission.<br/><span class="bbc_u">1. Where's that artillery?!?</span>An Basalisk artillery strike is called in on an enemy position from far behind the lines, Baslisk crews take pride in always being accurate.<br/><span class="bbc_u">2. Tanks! We need bloody tanks!</span>Armor support is called in to assist the Guardsmen in their current objective, what is sent and how soon it arrives depends on availability and the urgency of the situation.<br/><span class="bbc_u">3. For every one of us who falls 10 more will take his place!</span>When Guardsmen numbers reach critically low levels full reinforcements can be called in, bringing the number of Guardsmen back up to the original deployment size.<br/><span class="bbc_u">4. Requesting Transport:</span>Field transport is sent to ferry the Guardsmen from their current location to their next objective, what form of transport is sent depends on availability and the urgency of the situation<br/><span class="bbc_u">5. I need a fire team!</span>Heavy weapons teams are called in to support the Guardsmen<br/><span class="bbc_u">6. Ordrogg, the Emperor's very pleased with all of you, OK? He says he wants you to help us now, Ok?</span>Ogryn are sent to support the Guardsmen<br/><span class="bbc_u">6. 'The reinforcements were greatly appreciated... erm, have you got any more?'</span>Further reinforcements can be called in should the number of Guardsmen reach critically low levels a second time.<br/><span class="bbc_u">Cost</span>4<br/><span class="bbc_u">Supply</span>2<br/><br/><span class="bbc_u"><em>Flamer:</em></span>Flamers are flamethrower weapons, unleashing a liquid incendiary chemical that bursts into flames as it leaves the weapon. They are valued for their ability to destroy many enemies at once, regardless of any protective cover. Flamers fire a mix of highly volatile liquid chemicals which ignite with the use of a pilot light. The flaming chemical sticks to its target and continues burning on its own accord - those who are not killed instantly die horribly as the super-hot chemical continues to burn.<br/><span class="bbc_u">Effect:</span>+3 Ranged Attack vs Infantry, +2 Attack vs Infantry, Makes enemies much more likely to retreat.<br/><span class="bbc_u">Cost:</span>4<br/><span class="bbc_u">Supply:</span>2<br/><br/><span class="bbc_u"><em>Grenade Launcher</em></span>Grenade launchers have much greater range than hand-thrown grenades and are a relatively simple tubular weapon which can launch several different types of grenades. The most commonly used types of grenade launched shells are frag and krak.<br/><span class="bbc_u">Effect:</span>+4 Ranged Attack vs Infantry, +4 Ranged Attack vs Vehicles, -2 Accuracy<br/><span class="bbc_u">Cost:</span>4<br/><span class="bbc_u">Supply:</span>1<br/><br/><br/><br/><em><span class="bbc_u">Afriel Strain</span></em>: The Afriel Strain was a shadowy experimental process which used genetic material from a number of the Imperium's greatest heroes to in effect make clones of them. The legendary Macharius was among the individuals replicated in this manner. The Afriel Strain was an attempt to create the perfect soldier, though it resulted in unforeseen misfortunes. For no reason that their creators can ascertain, the Afriels appear to suffer from the most appalling bad luck. Nonetheless, whoever the creators of the Afriel Strain may be, they continue to experiment, fielding their "perfect soldiers" across the war zones of the Imperium.<br/><span class="bbc_u">Effect</span>+5 Health, +2 Agility, +2 Perception, +2 Intelligence, -5 Luck<br/><span class="bbc_u">Cost</span>3<br/><span class="bbc_u">Supply</span>1<br/><br/><em><span class="bbc_u">Penal Legionnaire</span></em>Penal Legions are Imperial Guard forces consisting entirely of convicted criminals, debtors, liberals and other social transgressors. Crimes resulting in sentence to a Penal Legion can range from failure to return library books to murder, minor heresy, cowardice in battle, desertion, etc. By serving in the Penal Legions these individuals are given the chance of redeeming themselves in the eyes of the Emperor. They are considered expendable, as death is the point of serving in a Penal Legion. They are often used to test enemy defenses. New troops have their heads tattooed with unit insignia. Most die in their very first battle, herded into the enemy gunfire and dying by the hundreds but always a few born killers, somehow beat these merciless odds and survive through numerous battles.<br/><span class="bbc_u">Effect:</span>+3 Attack, +3 Luck, +1 Health, Allows access to the following options<br/><span class="bbc_u">Cost:</span>5, Can not be combined with<span class="bbc_u"><em>Veteran</em></span>or<span class="bbc_u"><em>Deathworlder</em></span><br/><span class="bbc_u">Supply:</span>2<br/><br/><br/><ul class="bbc_list"><li><span class="bbc_u"><em>Shotgun:</em></span> A projectile weapon  firing a large, solid slug or a dispersed fragment shot. Some shotguns are drum-fed, others are pump-action, while the most primitive are single shot weapons. Their versatility and ease of construction compared to weapons such as lasguns, makes them widely used weapons. They are popular with hive-world scum and local police. It is not highly accurate but it is easier to fire from the hip than the Lasgun and as such are much more useful when charging the enemy. Making them a prized item in any units that can expect to be sent on the attack.<br/><span class="bbc_u">Effect:</span> +3 Ranged Attack vs. Infantry, +3 Attack vs Infantry, -1 Accuracy<br/><span class="bbc_u">Cost:</span> 3<br/><span class="bbc_u">Supply:</span> 1 <br/></li><li> <em><span class="bbc_u">Demolition Charge:</span></em> The demolition charge is a short range explosive. It is effective simply because of its strength but has a dangerously short range (as far as a person can throw it). This short range makes it just as dangerous for the attacker as it is for the defender. The power of the typical explosive charge can damage or destroy tanks and fortifications Guardsmen who volunteer to carry a demolition charge are authorized to request better food and ration allowances.<br/><span class="bbc_u">Effect:</span> Allows for a single Attack with a power of 30 against any target/ group of targets, has a 1 in 4 chance of being a 'dud,'   has a 1 in 7 chance of your character getting caught in the blast and receiving an Attack with a power of 5.<br/><span class="bbc_u">Cost:</span> 3<br/><span class="bbc_u">Supply:</span> 2<br/><br/> </li><li> <span class="bbc_u"><em>Chem Inhaler </em></span>: A combat-drug  dispensing rebreather, the drugs' effect minimize any instincts of self-preservation. Their use is a cheap and expedient method of making dependable soldiers out of ill-disciplined but otherwise suitably violent troops.<br/><span class="bbc_u">Effect:</span> +2 Attack, -1 Intelligence, +3 Health, <br/><span class="bbc_u">Cost:</span><br/><span class="bbc_u">Supply:</span> 2 <br/><br/></li></ul><br/><br/><br/><br/><em><span class="bbc_u">Veteran:</span></em>As a regiment is progressively eroded through combat until only the toughest and luckiest remain, these remainders end up becoming hardened veterans, men and women who have survived long enough to become especially proficient at war. They have often picked up a number of unique battle skills over their long tours of service and these tools are what help to keep them alive when all those around them die.<br/><span class="bbc_u">Effect:</span>+2 Accuracy, +2 Perception, +2 Intelligence, +1 Health, Allows access to the following options<br/><span class="bbc_u">Cost:</span>5, Can not be combined with<span class="bbc_u"><em>Penal Legionnaire</em></span>or<span class="bbc_u"><em>Deathworlder</em></span><br/><span class="bbc_u">Supply:</span>1<br/><br/><ul class="bbc_list"><li><em><span class="bbc_u">Plasma gun:</span></em>: The weapon fires a highly energized ball of hydrogen based plasma which upon impact with the target detonates with the power of a small sun. Generally Imperial Guard commanders view the plasma gun as being far more valuable that the soldier using it. As such they tend to only be issued to Guardsmen who have proven themselves in combat. <br/><br/><span class="bbc_u">Effect:</span> +5 Ranged Attack vs Infantry and Vehicles<br/><span class="bbc_u">Cost:</span> 5<br/><span class="bbc_u">Supply:</span> 1<br/><br/><br/></li><li><span class="bbc_u"><em> Medi Pack</em></span> A medi-pack is a device used by the Imperial Guard to help patch up wounded soldiers on the battlefield. The design of the medi-pack can range from a small medical kit to a complex scanning devices depending on the original source of the regiment and the planet's technological base <br/><span class="bbc_u">Effect:</span> Allows character to recover back to full health once per mission, and to heal another character by half their full health once per mission.<br/><span class="bbc_u">Cost</span> 4<br/><span class="bbc_u">Supply:</span> 1<br/> </li><li> <span class="bbc_u"><em>Bayonet</em></span>: A simple blade attached to the end of a Guardsman's weapon. While it is no more effective than a knife, Guardsmen who have lived long enough know that stabbing an enemy with their bayonet means they can fire their weapon into them as well!<br/>Effect: + One Fourth of your Ranged Attack to Attack(I.E. RA of 8= +2 Attack)<br/>Cost: 3<br/>Supply: 1<br/><br/></li></ul><br/><span class="bbc_u"><em>Deathworlder:</em></span>A death world is a planet in which the native flora and fauna has evolved into naturally aggressive and dangerous forms. These eco-systems are finely balanced between continual destruction and lightning-fast reproduction. Death worlds take many forms, ranging from jungle-covered hell-holes with carnivorous plants and animals to barren, volcanic wastelands racked by ion storms. Humans can, and do, live on these worlds, but it is a never-ending struggle in which natural selection ensures that only the toughest survive.<br/><br/><span class="bbc_u">Effect:</span>+3 Health, +2 Stealth, +2 Perception Allows access to the following options<br/><span class="bbc_u">Cost:</span>5, Cannot be combined with<span class="bbc_u"><em>Veteran</em></span>or<span class="bbc_u"><em>Penal Legionnaire</em></span><br/><span class="bbc_u">Supply:</span>2<br/><br/><br/><ul class="bbc_list"><li><span class="bbc_u"><em>Long-Las:</em></span> The long-las, is the preferred weapon of Imperial Guard sharpshooters. With a much longer barrel for increased range and accuracy, and also to prevent overheating. However the barrel makes a Long-Las up to twice as long as a standard Lasgun and thus difficult to use in close quarters. <br/><br/><span class="bbc_u">Effect:</span>+2 Accuracy, + 4 Ranged Attack vs Infantry, +3 Ranged Attack vs Vehicles, -1 Attack, has a 1 in 8 chance of instantly killing the target. <br/><br/><span class="bbc_u">Cost:</span> 3<br/><br/><span class="bbc_u">Supply:</span> 1<br/><br/> </li><li><em><span class="bbc_u">Camo-cloak:</span></em> <br/>The Camo Cloak is coated with an absorbent material called Cameoline which takes on the colouration of the surroundings giving the wearer a great deal of individual concealment and when used by elite stealth experts and when used correctly can give the wearer near perfect concealment <br/><br/>Effect: +6 Stealth<br/><br/>Cost: 3<br/><br/>Supply:2<br/></li><li> Ripper pistol: Fires a highly accurate hail of poisoned metal shards at the target. The initial wounds caused by the shards allow the venom to enter the victim's bloodstream and cause death.  <br/><br/><span class="bbc_u">Effect:</span>+3 Ranged Attack vs Infantry, +3 Attack vs Infantry, One handed weapon allowing its user to wield a second weapon simultaneously <br/><br/><span class="bbc_u">Cost:</span> 3<br/><br/><span class="bbc_u">Supply:</span>2<br/><br/></li></ul><br/><span class="bbc_u"><em>Macharian Cross:</em></span>The Macharian Cross is awarded to reward successful and intelligent application of the Tactica Imperialis in battle.<br/><span class="bbc_u">Effect:</span>+4 Intelligence<br/><span class="bbc_u">Cost:</span>4<br/><span class="bbc_u">Supply</span>1<br/><br/><br/><span class="bbc_u"><em>Triple Skull:</em></span>The Triple Skull medal is a medal bestowed upon those who were in a unit that suffered at least 66% Casualties and survived.<br/><span class="bbc_u">Effect:</span>+ 2 Luck<br/><span class="bbc_u">Cost:</span>2<br/><span class="bbc_u">Supply:</span>3<br/><br/><span class="bbc_u"><em>Order of Ollanius Pius</em></span>Ollanius Pius was the lone Man who stood in front of Warmaster Horus, sacrificing his life for the Emperor. His saint-like image is usually on Imperial Guard banners, and this medal is the highest honor a mortal man can earn in the service of the Imperium.<br/><span class="bbc_u">Effect:</span>Character is a living inspiration to fellow Imperial NPC's as such NPC's will do almost anything to protect them. (As long as Imperial Guard NPC's are present there is a 1 in 3 chance that they will dive in the path of incoming attacks to protect the character, taking the damage from the attack in the character's place)<br/><span class="bbc_u">Cost:</span>4<br/><span class="bbc_u">Supply:</span>1<br/><br/><br/><div class="floatleft">(http://wh40k.lexicanum.com/mediawiki/images/thumb/c/c8/Commissar_Amatheon.jpg/180px-Commissar_Amatheon.jpg)</div><strong>Commissar(One Open Slot)</strong>Commissars are invariably stern and uncompromising individuals, able to keep even the most anarchic regiments in line through fear, strength and power. Every regiment has one or more attached Commissars who remain with the regiment throughout its duties.They have authority over both the soldiers and regimental officers. Commissars have both the right and duty to immediately execute any Imperial guardsman or officer who shows cowardice or incompetence in battle. They must also ensure the regiment does not harbor the likes of Genestealer Cultists, Chaos heretics, spies, or mutants. While a Commissar is present Imperial Guard NPC's will not retreat.<br/><br/><span class="bbc_u"><em>Laspistol:</em></span>The laspistol is a smaller, more compact, pistol-version of the lasgun. There is little standardization in the design of laspistols, with most worlds producing their own versions. While they do not possess the range of the lasgun. They can be wielded one handed and also serve as a good back up weapon.<br/><span class="bbc_u">Effect:</span>+1 Ranged Attack, +1 Attack, One handed weapon allowing its user to wield a second weapon simultaneously<br/><span class="bbc_u">Cost:</span>1<br/><span class="bbc_u">Supply:</span>1<br/><br/><br/><span class="bbc_u"><em>Bolt Pistol:</em></span>Commonly used in conjunction with a close combat weapon. The pistol is able to fire either a single shot or a short three-round burst.<br/><span class="bbc_u">Effect:</span>+2 Ranged Attack vs Infantry, +2 Attack, +1 Agility, One handed weapon allowing the user to wield a second weapon simultaneously<br/><span class="bbc_u">Cost:</span>2<br/><span class="bbc_u">Supply:</span>1<br/><br/><br/><br/><br/><br/><br/><em><span class="bbc_u">Plasma pistol:</span></em>The Plasma Pistol is a smaller version of the Plasma Gun and is just as dangerous. It offers a penetrating capacity unique among broadly distributed pistol-sized weapons, and can easily take out heavily armored enemies.<br/><span class="bbc_u">Effect:</span>+3 Ranged Attack vs All enemies, +2 Attack, +1 Agility, One handed weapon allowing the user to wield a second weapon simultaneously<br/><span class="bbc_u">Cost:</span>2<br/><span class="bbc_u">Supply:</span>1<br/><br/><br/><span class="bbc_u"><em>Close Combat Sword</em></span>: One of mankind's oldest weapons the combat sword is in effect a large knife. Used for hacking, stabbing, and otherwise injuring it's user's enemy. While nowhere near as effective as a chain sword or power sword they can still prove useful in close quarters:<br/><span class="bbc_u">Effect:</span>+1 Attack<br/><span class="bbc_u">Cost:</span>2<br/><span class="bbc_u">Supply:</span>1<br/><br/><br/><br/><em><span class="bbc_u">Chainsword</span></em>A Chainsword is a common form of chain weapon  which is essentially a sword with powered teeth that run along the blade like that of a chainsaw. Most versions make use of monomolecular-edged or otherwise razor sharp teeth. The weapon makes an angry buzzing sound as the teeth spin around, intensifying into a high pitched scream as they grind into armor.<br/><span class="bbc_u">Effect:</span>+3 Attack, One handed weapon allowing the user to wield a second weapon simultaneously<br/><span class="bbc_u">Cost:</span>2<br/><span class="bbc_u">Supply:</span>1<br/><br/><em><span class="bbc_u">Power weapon</span></em>A type of advanced hand-to-hand combat weapon taking several forms but utilising the same basic technological principles. When activated the blade of the weapon becomes sheathed in a field of energy which disrupts solid matter, allowing the weapon to easily tear through armour<br/><span class="bbc_u">Effect:</span>+4 Attack vs all enemies<br/><span class="bbc_u">Cost:</span>4<br/><span class="bbc_u">Supply:</span>1<br/><br/><br/><br/><span class="bbc_u"><em>Carapace Armor:</em></span>Carapace armor consists of large rigid plates of armaplas or ceramite molded to fit parts of the body. It is stronger and thicker than Flak armour, and it gives the wearer more likelihood of surviving a direct impact with standard small-arms rounds.<br/><span class="bbc_u">Effect:</span>+3 Defense<br/><span class="bbc_u">Cost:</span>2<br/><span class="bbc_u">Supply</span>1<br/><br/><br/><br/><em><span class="bbc_u">Refractor field:</span></em>A small device which projects a protective energy field around the user. Its effect is to disperse the energy of an incoming shot or blow over the total area of the field. The field, although less reliable than that of a rosarius, can stop even the powerful projectiles such as lascannon and plasma hits.<br/><span class="bbc_u">Effect:</span>+2 Defense, 1 in 4 chance of stopping incoming attacks<br/><span class="bbc_u">Cost:</span>5<br/><span class="bbc_u">Supply:</span>1<br/><br/><br/><span class="bbc_u"><em>Bionic Arm:</em></span>Injuries are not enough to stop those truly committed to their duty. A bionic arm is stronger, and tougher than it's organic counterpart and therefore of great use in combat, whether it is used to punch an enemy or grab hold of a fleeing guardsman.<br/><span class="bbc_u">Effect:</span>+2 Attack<br/><span class="bbc_u">Cost:</span>3<br/><span class="bbc_u">Supply:</span>1<br/><br/><br/><div class="floatleft">(http://alswebpage.netfirms.com/jaksbit/Dark%20Heresy/psyker.jpg)</div><strong>Sanctioned Psyker(One Open slot):</strong>Sanctioned Psykers are psykers trained by the Adeptus Astra Telepathica and assigned to serve within the Imperial Guard. They are able to use their psychic abilities to aid the commander in his decisions by predicting or sensing enemy movements, or more directly in combat, psychically attacking the enemy or protecting allies. Commissars are always ready to execute a psyker in danger of possession. Throughout the Imperium, psykers are justifiably feared for the danger they present, and held in a regard comparable to that of aliens and mutants. Certain slang has grown up between psykers and non-psykers. Freak, Brain and Bolt Magnet are all terms for a sanctioned psyker, whereas Blunt is what a non-psyker is to a psyker.<br/><br/><br/><span class="bbc_u"><em>Laspistol:</em></span>The laspistol is a smaller, more compact, pistol-version of the lasgun. There is little standardization in the design of laspistols, with most worlds producing their own versions. While they do not possess the range of the lasgun. They can be wielded one handed and also serve as a good back up weapon.<br/><span class="bbc_u">Effect:</span>+1 Ranged Attack, +1 Attack, One handed weapon allowing its user to wield a second weapon simultaniously<br/><span class="bbc_u">Cost:</span>1<br/><span class="bbc_u">Supply:</span>1<br/><br/><br/><em><span class="bbc_u">Psycho-reactive staff: </span></em>A staff made of rare woods and precious metals, through which a psyker channel their psychic powers and transform it into a searing weapon capable of cutting through reinforced ceramite and ripping the life force from those it strikes.<br/><span class="bbc_u">Effect:</span>+6 Attack vs Psychic Enemies +4 Attack vs All Other Enemies,<br/><span class="bbc_u">Cost:</span>3<br/><span class="bbc_u">Supply:</span>1<br/><br/><span class="bbc_u"><em>Flack Armor:</em></span>The most basic forms of armor in common use by the Imperium. It is a relatively primitive form of armor, it is used most commonly by the Imperial Guard. Although it is a relatively ineffective armor, it is incredibly cheap and easy to make, requiring only a very low technology base making it the standard issue for Imperial Guardsmen.<br/><span class="bbc_u">Effect</span>+2 Defense<br/><span class="bbc_u">Cost</span>2<br/><span class="bbc_u">Supply</span>Infinite<br/><br/><span class="bbc_u"><em>Carapace Armor:</em></span>Carapace armor consists of large rigid plates of armaplas or ceramite molded to fit parts of the body. It is stronger and thicker than Flak armour, and it gives the wearer more likelihood of surviving a direct impact with standard small-arms rounds.<br/><span class="bbc_u">Effect:</span>+3 Defense<br/><span class="bbc_u">Cost:</span>2<br/><span class="bbc_u">Supply</span>1<br/><br/><br/><br/><br/><em><span class="bbc_u">Runes of Power:</span></em>Wards and sigils of power that have been daubed onto a psyker's armor to increase their psychic abilities and protect them from harm.<br/><span class="bbc_u">Effect:</span>+3 Defense, allows Psychic abilities to be used one extra time per mission.<br/><span class="bbc_u">Cost:</span>2<br/><span class="bbc_u">Supply:</span>1<br/><br/><em><span class="bbc_u">Psychic Abilites</span></em><br/><br/><ul class="bbc_list"><li><em><span class="bbc_u">Machine curse:</span></em> Harms enemy vehicles with psychic power.<br/><span class="bbc_u">Effect:</span> Counts as a  7 Point Attack vs Enemy Vehicles<br/><span class="bbc_u">Cost:</span> 3, Can be used twice per mission<br/><span class="bbc_u">Supply:</span> 1<br/></li><li><em><span class="bbc_u">Psychic ward:</span></em> Allows the Psyker to block enemy psychic attacks.<br/><span class="bbc_u">Effect:</span> Enemy Psychic attacks cannot be used for a random amount of time.<br/><span class="bbc_u">Cost:</span>3, Can be used once per mission <br/><span class="bbc_u">Supply:</span> 1<br/></li><li><em><span class="bbc_u">Psychic lash:</span></em> Uses Warp energy to attack and wound nearby enemies that goes through armor.<br/><span class="bbc_u">Effect:</span> A single enemy receives a 5 point attack directly against their Health rather than their Defense, can be used once per mission<br/><span class="bbc_u">Cost:</span> 3<br/><span class="bbc_u">Supply:</span> 1<br/></li><li><em><span class="bbc_u">Lightning arc:</span></em> Launches lightning at nearby enemies<br/><span class="bbc_u">Effect:</span> Between 1 and 12 enemies receive a 3 point attack, can be used 4 times per mission.<br/><span class="bbc_u">Cost:</span> 3<br/><span class="bbc_u">Supply:</span> 1<br/></li></ul><br/><div class="floatleft">(http://fc01.deviantart.net/fs41/f/2009/012/0/d/Imperial_Guard_Stormtrooper_by_Robban_O.jpg)</div><strong>Storm Trooper(2 Open slots)</strong>Storm Troopers are highly-trained shock troops forming the elite force trained to carry out special operations such as deep strike assaults, reconnaissance, and infiltration beyond enemy lines. Storm Troopers are the very best soldiers the Imperial Guard  has to offer, being trained to the peak of human perfection, their combat skills are unmatched within the ranks of the Imperial Guard<br/><br/><br/><span class="bbc_u"><em>Grav-chute:</em></span>A pack-sized suspensor allowing troops to float safely to the ground from any height. It operates via suspensor fields that counter gravity and two small jets on either side of the shoulders that offer further braking of descent. It is used to drop troops onto a battlefield from any height, either from low-flying aircraft or from the upper atmosphere.<br/><span class="bbc_u">Effect:</span>+2 Agility,  Allows Storm Trooper to Deep Strike to their objective at the beginning of a mission, Allows Storm Trooper to fall/jump from any height and avoid any form of harm.<br/><span class="bbc_u">Cost:</span>1<br/><span class="bbc_u">Supply:</span>2<br/><br/><br/><span class="bbc_u"><em>Targeters:</em></span>Devices used by Imperial forces, possessing various optical sights, range-finding or prediction systems, etc.Targeters are standard equipment of the Imperial Guard's elite Storm Troopers<br/><span class="bbc_u">Effect:</span>+3 Accuracy, +3 Perception<br/><span class="bbc_u">Cost:</span>2<br/><span class="bbc_u">Supply:</span>2<br/><br/><span class="bbc_u"><em>Storm Trooper Training:</em></span>As the Elite of the Imperial Guard, every storm trooper is given training above and beyond that of other Guardsmen.<br/><span class="bbc_u">Effect:</span>+3 Intelligence, +3 Stealth,  +2 Agility<br/><span class="bbc_u">Cost:</span>1<br/><span class="bbc_u">Supply:</span>2<br/><br/><span class="bbc_u"><em>Auxiliary grenade launcher:</em></span>Auxiliary grenade launchers are small tubular devices which attach to other hand held weapons such as bolters, lasguns and autoguns.The grenade launcher is primed with a smoke grenade. Allowing Storm Troopers to mask their advance even when the enemy knows it is coming.<br/><span class="bbc_u">Effect:</span>-2 Enemy Perception<br/><span class="bbc_u">Cost:</span>2<br/><span class="bbc_u">Supply:</span>2<br/><br/><span class="bbc_u"><em>Body Hardening:</em></span>Slang terminology for a practice commonly experienced within Storm Trooper units of the Imperial Guard. 'Body Hardening' consists of Storm Troopers constantly 'helping' one another to learn how to deal with pain.<br/><span class="bbc_u">Effect:</span>+5 Health<br/><span class="bbc_u">Cost:</span>1<br/><span class="bbc_u">Supply:</span>2<br/><br/><em><span class="bbc_u">Reconnaissance Training:</span></em>Even further training focused on helping Storm Troopers master the art of stealth insertion, movement, and escape on the battlefield.<br/><span class="bbc_u">Effect:</span>+5 Stealth<br/><span class="bbc_u">Cost:</span>1<br/><span class="bbc_u">Supply:</span>2<br/><br/><em><span class="bbc_u">Tank Hunter Training:</span></em>Some Storm Troopers are taught to be experts at destroying all forms of enemy vehicles, as well as evading the attacks of said vehicles.<br/><span class="bbc_u">Effect:</span>-3 Accuracy to Enemy Vehicles, 1 in 4 chance of instantly killing an enemy Vehicle if the Storm Trooper is armed with either Krak Grenades or a Melta-Gun<br/><span class="bbc_u">Cost:</span>3<br/><span class="bbc_u">Supply:</span>2<br/><br/><span class="bbc_u"><em>Hotshot lasgun</em></span>: The hotshot lasgun is commonly issued to Imperial Guard Storm Troopers, Their lasbeams are designed to pierce the armour of heavy infantry, such as enemies in power armor. The magazines used to feed ammunition to the weapon is a supercharged external power pack, providing a higher degree of armour-piercing, which none but the hardiest enemies can withstand. For its armour-piercing purpose, the hotshot lasgun is much more powerful than the bolter.<br/><span class="bbc_u">Effect:</span>+4 Ranged Attack vs Infantry(Double damage vs Defense stat), +2 Ranged Attack vs Vehicles(Double Damage vs Defense Stat)<br/><span class="bbc_u">Cost:</span>2<br/><span class="bbc_u">Supply:</span>2<br/><br/><span class="bbc_u"><em>Hotshot Laspistol: </em></span>A Pistol version of the Hotshot Lasgun used by Imperial Guard Storm Troopers. In combat it is effectively the same as a Laspistol, although it can penetrate light armour. It is also often used in tandem with a Close Combat Weapon. Storm Troopers wear large backpacks with power generators which provide the gun with its greater firepower. While the standard Laspistol is a semi-automatic weapon,  the Hotshot Laspistol is fully automatic<br/><span class="bbc_u">Effect:</span>+4 Ranged Attack vs Infantry(Double Damage vs Defense stat), +2 Ranged Attack vs Vehicles(Double Damage vs Defense stat)<br/><span class="bbc_u">Cost:</span>2<br/><span class="bbc_u">Supply:</span>4<br/><br/><span class="bbc_u"><em>Meltagun:</em></span>Heat-based weapons which work by sub-atomic agitation of the air. Targets on the receiving end are heated to the point of being vaporised. The effect on flesh is fearsome to say the least, while vehicles can be reduced to molten slag. Unfortunately, due to the high power consumption and range dissipation, the weapon is only effective over very short distances, but anything caught in the blast is likely to be destroyed. Although short-ranged and slow to fire, they are prized for their power against armoured vehicles. They are also considered a good alternative to plasma weapons, which are unreliable.<br/><span class="bbc_u">Effect:</span>+6 Attack vs Infantry, +5 Attack vs Vehicles, Ignores Infantry Armor<br/><span class="bbc_u">Cost:</span>6<br/><span class="bbc_u">Supply:</span>1<br/><br/><br/><span class="bbc_u">Krak Grenade:</span>Anti-tank weapons - the opposite of the anti-personnel frag grenade - they are designed to crack open armoured targets such as vehicles through a concentrated implosive blast. They are very effective at destroying hard targets, building structures, and for tearing holes into defensive structures but must be placed on the target.<br/><span class="bbc_u">Effect:</span>+2 Attack vs Vehicles<br/><span class="bbc_u">Cost:</span>1<br/><span class="bbc_u">Supply:</span>Infinite<br/><br/><span class="bbc_u"><em>Frag Grenade:</em></span>Frag Grenades are very simple in design and effect, consisting of a central explosive core with a fuse inserted, wrapped by iron or ceramic bands, and further covered by a sheathing. Upon detonation, irregular chunks of the casing and bands are propelled at high velocity into the nearby surrounding area<br/><span class="bbc_u">Effect:</span>+1 Attack vs Infantry<br/><span class="bbc_u">Cost:</span>2<br/><span class="bbc_u">Supply:</span>Infinite<br/><br/><em><span class="bbc_u">Chainsword</span></em>A Chainsword is a common form of chain weapon  which is essentially a sword with powered teeth that run along the blade like that of a chainsaw. Most versions make use of monomolecular-edged or otherwise razor sharp teeth. The weapon makes an angry buzzing sound as the teeth spin around, intensifying into a high pitched scream as they grind into armor.<br/><span class="bbc_u">Effect:</span>+3 Attack, One handed weapon allowing the user to wield a second weapon simultaneously<br/><span class="bbc_u">Cost:</span>2<br/><span class="bbc_u">Supply:</span>Infinite<br/><br/><br/><em><span class="bbc_u">Power weapon</span></em>A type of advanced hand-to-hand combat weapon taking several forms but utilising the same basic technological principles. When activated the blade of the weapon becomes sheathed in a field of energy which disrupts solid matter, allowing the weapon to easily tear through armour<br/><span class="bbc_u">Effect:</span>+4 Attack vs all enemies<br/><span class="bbc_u">Cost:</span>4<br/><span class="bbc_u">Supply:</span>1<br/><br/><br/><br/><span class="bbc_u"><em>Storm Trooper Carapace Armor:</em></span>Carapace armor consists of large rigid plates of armaplas or ceramite molded to fit parts of the body. It is stronger and thicker than Flak armour, and it gives the wearer more likelihood of surviving a direct impact with standard small-arms rounds.<br/><span class="bbc_u">Effect:</span>+5 Defense, Vox system allows for the following support options once per mission.<br/><span class="bbc_u">1. Requesting Covering Fire!:</span>Ratling snipers are given orders to provide covering fire, eliminating targets from long range with their high powered sniper rifles for a period of time.<br/><span class="bbc_u">2. We Need Transpo!:</span>A Valkyrie gunship is dispatched to provide dedicated transportation for the remainder of the mission, allows Storm Troopers to continually Deep Strike to their objectives.<br/><span class="bbc_u">3. Target Painted... FIRE!</span>Any Storm Trooper with a Targeter is able to use it to 'paint' a single vehicle, building, or massive creature for a precision strike by an Imperial Cruse Missile.<br/><span class="bbc_u">Cost:</span>2<br/><span class="bbc_u">Supply</span>2