Specialties

“No matter his primary specialty, from the lowliest cook to the Warmaster himself, every Guardsman’s secondary military occupation is infantry.”
-Captain Jorge Melial, 874th Horlus Grenadiers

Below are the various classes you begin as along with their beginning bonuses.

Specialties

Heavy Gunner Heavy_Gunner.jpg

“A good Heavy can provide support to his squad mates, deny an area, or put single shots on target all day and never run out of ammo. A great Heavy can drop a mortar shell into a renegade’s shirt pocket at a thousand yards.”
-Trooper Blaise, Kasar 18th Heavy Infantry Anti-Armour squad.

Starting Aptitudes, Talents and Modifiers

  • Characteristic Bonus: +5 Toughness
  • Starting Aptitudes: Ballistic Skill, Defense, Fellowship, Offence, Perception, Toughness.
  • Starting Skills: Athletics or Survival, Common Lore (Imperial Guard, War), Intimidate.
  • Starting Talents: Iron Jaw, Weapon Training (Las, Solid Projectile, Low-Tech or Heavy. Choose one excluding exotic).
  • Specialist Equipment: Common Quality Missile Launcher with 5 Frag Missiles or Common Heavy Stubber with 3 Clips or Common Quality Regimental Favored Heavy Weapon with 3 reloads.
  • Wounds: 10 + 1d5

Comrade Advances

These are Advances that may be purchased by the Heavy Gunner to enhance the abilities of his Comrade.

Loader
Type: Passive
Cost: 250 xp
Effect: As long as his Comrade is in Cohesion, the Heavy Gunner may use his Comrade’s Actions to reload his currently equipped weapon. These may be used in combination with the Heavy Gunner’s Actions. For example, to reload a gun that requires a Full Action to reload, the Heavy Gunner spends a Half Action Reload, and his Comrade performs a Half Action Reload, reloading the gun and leaving them both with a Half Action remaining.

Stabilize
Type: Order (Full Action)
Cost: 300 xp
Effect: The Heavy Gunner’s Comrade helps brace the weapon for firing, keeping the recoil from throwing off the Heavy Gunner’s aim. Any Semi-Auto Burst or Full-Auto Burst Actions used by the Heavy Gunner this Turn are made with a +10 modifier to the Ballistic Skill Test instead of the modifier normally bestowed by the Action. This Order can only be issued to the Comrade if he is in Cohesion with the Player Character.

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Medic Medic.jpg

“I pray to slow the blood and staunch the wound.”
-Part of the Imperial Catechism of Healing

Starting Aptitudes, Talents and Modifiers

  • Characteristic Bonus: +5 Intelligence
  • Starting Aptitudes: Ballistic Skill, Fieldcraft, Intelligence, Knowledge, Perception, Willpower.
  • Starting Skills: Medicae, Scholastic Lore (Chymistry), Scrutiny or Trade (Chymist).
  • Starting Talents: Cold Hearted or Jaded, Weapon Training (Las or Solid Projectile, Low-Tech).
  • Specialist Equipment: Diagnostor, injector, medikit.
  • Wounds: Wounds 8+1d5

Comrade Advances

These are Advances that may be purchased by the Medic to enhance the abilities of his Comrade.

Medicae Auxilia
Type: Passive
Cost: 250 xp
Effect: The Comrade assists the Medic in treating his patients, quickly responding to any situation that arises. For Extended Care Medicae Tests, the Medic’s Comrade counts as an assistant trained in Medicae. Additionally, the Medic’s Medicae Test suffers no penalty for additional patients.

Field Treatment
Type: Order (Half Action)
Cost: 300 xp
Effect: The Comrade acts as a natural extension of the Medic on the battlefield. The Medic relays him complex medical instructions and the Comrade obeys with precision. As long as his Comrade is within range of communication, the Medic may perform Medicae Tests on any character next to the Comrade a -10 penalty.

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Operator Operator.jpg

“Infantry win firefights.
Tanks win battles.
Artillery wins wars.”
-Old saying amongst Imperial Guard artillery officers.

Starting Aptitudes, Talents and Modifiers

  • Characteristic Bonus: +5 Agility
  • Starting Aptitudes: Agility, Ballistic Skill, Fellowship, Fieldcraft, Intelligence, Tech.
  • Starting Skills: Common Lore (Tech) or Navigate (Surface), Operate (Surface), Tech-Use.
  • Starting Talents: Technical Knock, Weapon Training (Las or Solid Projectile, Low-Tech).
  • Specialist Equipment: Auspex/scanner, Common Quality Mind Impulse Unit, combi-tool, data-slate, lascutter.
  • Wounds: 6+1d5

Comrade Advances

These are Advances that may be purchased by the Operator to enhance the abilities of his Comrade.

Gunner
Type: Passive
Cost: 250 xp
Effect: When the Operator is driving a multi-passenger vehicle, his Comrade can jump in and man one of the guns, firing upon the Operator’s command. If the Operator spends his Turn driving a vehicle, he may also make a Ranged Attack Action using whatever gun his Comrade is manning, as if he were stationed at it himself. This uses the Comrade’s Full Action for the Turn.

Put That Out!
Cost: 300 xp
Effect: IfIf the Operator’s vehicle catches fire, the Operator’s Comrade jumps into action. If the Comrade is inside the affected vehicle, he spends a Full Action to end any Fire effect currently afflicting the vehicle.

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Sergeant Sergeant.jpg

“A good soldier obeys without question. A good officer commands without doubt.” -Tactica Imperialis

Starting Aptitudes, Talents and Modifiers

  • Characteristic Bonus: +5 Fellowship
  • Starting Aptitudes: Defense, Fellowship, Leadership, Perception, Strength, Toughness, Weapon Skill.
  • Starting Skills: Command, Navigate (Surface) or Scholastic Lore (Tactica Imperialis).
  • Starting Talents: Air of Authority or Iron Discipline, Weapon Training (Chain, Las or Solid Projectile, Low-Tech).
  • Specialist Equipment: Common Quality las pistol with 3 reloads, common quality chainsword.
  • Wounds: 10 + 1d5

Comrade Advances

Although he is still paired with a Comrade like the other members of his squad, the Sergeant’s time is dedicated to directing all of the men under his command. The Sergeant may purchase Sweeping Orders, which affect all Comrades in communication range of the Sergeant. However, the Sergeant can only issue a single Sweeping Order per turn.

Vox-Tech
Type: Passive
Cost: 250 xp
Effect: The Sergeant is accompanied by a Vox-Tech who can relay orders out to his men over the din of battle. As long as his Comrade is in Cohesion with him, all of the Sergeant’s Orders affect all Comrades within Vox range.

Covering Fire
Type: Sweeping Order (Free Action)
Cost: 200 xp
Effect: All Comrades in communications range fire wildly at the enemy, keeping them pinned down and protecting their fellows from retaliation. For the next Round, all Player Characters with their Comrade in Cohesion gain a +10 to all Dodge tests.

Get Them!
Type: Sweeping Order (Free Action)
Cost: 200 xp
Effect: As part of this order, the Sergeant must make a Challenging (+0) Command Test. If he succeeds, all Comrades in communications range become inspired by the Sergeant’s fervor, charging into battle with a renewed zeal. For the next Round, when performing the Ranged Volley or Close Quarters Orders, the Comrades grant their controlling Player Character an additional +4 Damage to the affected Melee or Ranged Attack.

Snap Out Of It!
Type: Sweeping Order (Free Action)
Cost: 200 xp
Effect: As part of this order, the Sergeant must make a Challenging (+0) Intimidate or Command Test. If he succeeds, all Comrades in communication range end any ongoing Fear or Pinning effects. They may act normally in subsequent turns.

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Weapon Specialist Weapon_Specialist.jpg

“Do not strike until you are ready to crush the enemy utterly and then attack without mercy, destroy every vestige of resistance, leave no one to work against you.”
-Tactical Imperialis

Starting Aptitudes, Talents and Modifiers

  • Characteristic Bonus: +5 Ballistic Skill or +5 Weapon Skill
  • Starting Aptitudes: Agility, Ballistic Skill, Fellowship, Fieldcraft, Finesse, Weapon Skill.
  • Starting Skills: Athletics or Survival, Navigate (Surface), Common Lore (Imperial Guard, War).
  • Starting Talents: Lasgun Barrage or Rapid Reload, Weapon Training (Choose 3 excluding Heavy and Exotic).
  • Specialist Equipment: 4 frag or krak grenades, common quality flamer or shotgun or regimental favored basic weapon or good quality lasgun, 3 reloads for chosen weapon.
  • Wounds: 8+1d5

Comrade Advances

These are Advances that may be purchased by the Weapon Specialist to enhance the abilities of his Comrade.

Armsman
Type: Passive
Cost: 250 xp
Effect: The Weapons Specialist is a master in the use of many weapons, and often needs different ones for different situations. His Comrade carries all of the necessary weapons with him, keeping them ready for the Weapons Specialist when the time comes. As long as his Comrade is in Cohesion, the Weapon Specialist may switch to any of his weapons as a Free Action.

Hail of Fire
Type: Order (Half Action)
Cost: 300 xp
Effect: With just a look, the Weapon Specialist signals his Comrade to lay down a coordinated hail of fire. If the Weapon Specialist’s Comrade is in Cohesion, all of the targets of the Weapon Specialist’s attacks this Turn must take a Challenging (+0) Pinning Test or become Pinned.

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Commissar FemaleCommissar.jpg

“A leader is a man who possesses the ability to get others to do what they do not want to do, and enjoy it all the while.”
–Commissar Johann Holzel, 81st Falco Infantry

Starting Aptitudes, Talents and Modifiers

  • Characteristic Bonus: +5 Fellowship
  • Starting Aptitudes: Agility, Fellowship, Finesse, Leadership, Perception, Weapon Skill, Willpower.
  • Starting Skills: Command or Intimidate, Common Lore (Imperial Guard), Scholastic Lore (Tactica Imperialis).
  • Starting Talents:Air of Authority, Cold Hearted or Unshakable Faith, Weapon Training (Bolt, Chain, Las or Solid Projectile).
  • Specialist Equipment: Good Craftsmanship chainsword, Good Craftsmanship bolt pistol, Commissar’s uniform.
  • Wounds: 10+1d5

Comrade Advances

The Commissar does not work alongside a Comrade like the other Player Characters in the squad. To instill the proper amount of fear and motivation into his men, he must act alone, in accordance with his Schola Progenium training. These Advances are gained by the Commissar and improve his ability to lead his men, properly motivating them to bring the Emperor’s will to the stars.

Galvanizing Presence
Type: Passive
Cost: 250 xp
Effect: The members of the Squad feel the Commissar’s watchful eye upon them, keeping them in line with his strict justice. When employing the Terrify special use of the Command Skill, its effects apply to all members of his Squad, including Player Characters. Additionally, the Commissar counts as having Fear (2) for the purpose of all Terrify Tests.

Summary Execution
Type: Half Action
Cost: 300 xp
Effect: The Commissar begins to see his men falter before their enemy, and must use his Bolt Pistol to reinforce the reason they fight. If a Player Character within range of the Commissar falls below 0 Wounds, the Commissar may perform a Summary Execution on that character’s Comrade. The Commissar makes a Challenging (+0) Ballistics Skill Test to fire on the Comrade. If he succeeds, he kills the Comrade, and properly motivates the Player Character to fight on. The Player Character ignores all Critical Effects until the end of combat, and regains 1d5 Wounds as he finds a new resolve.

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Specialties

Only War: The Tsadian Campaign Damian_Drayden