“!!!”
The Imperial Guardsmen are the basic infantry units of the Imperial Guard, leading the charges in battlefields across the galaxy. They are numerous and expendable, and the lists of new recruits and toll of casualties can run into the millions in a single day. Not powerful by themselves, the Guardsmen rely on numbers and attrition to overcome the Emperor's enemies.
type | infantry |
squad | 6 |
health | 600 |
energy | 100 |
courage | 100 |
type | infantry |
armor | infantry |
size | small |
xp | 50 |
global | 3 |
health | 100 |
melee skill | 50 |
speed | 5 |
rotation | 1000 |
sight | 40 (5) |
charge speed | - |
charge range | 18 |
charge duration | - |
charge cooldown | 15 |
leap | no |
type | infantry |
armor | infantry |
size | small |
xp | 50 |
global | 10 |
health | 140 |
melee skill | 50 |
speed | 5 |
rotation | 1000 |
sight | 40 (5) |
charge speed | - |
charge range | 18 |
charge duration | - |
charge cooldown | 15 |
leap | no |
type | infantry |
armor | infantry |
size | small |
xp | 50 |
global | 10 |
health | 140 |
melee skill | 50 |
speed | 5 |
rotation | 1000 |
sight | 40 (5) |
charge speed | - |
charge range | 18 |
charge duration | - |
charge cooldown | 15 |
leap | no |
produce | 230 |
produce | 0 |
produce | 6 |
produce | 19 |
produce | 0 |
reinforce | 19 |
reinforce | 0 |
reinforce | 1 |
reinforce | 3 |
upkeep | 2.55 |
produce | 75 |
produce | 0 |
produce | 3 |
produce | 15 |
produce | 0 |
reinforce | - |
reinforce | - |
reinforce | - |
reinforce | - |
upkeep | 7.65 |
produce | 85 |
produce | 20 |
produce | 2 |
produce | 15 |
produce | 0 |
reinforce | - |
reinforce | - |
reinforce | - |
reinforce | - |
upkeep | 5.1 |
1 | 2 | 3 | 4 | |
health | 100 | 115 | 132 | 152 |
health regen | 0.5 | 0.53 | 0.55 | 0.58 |
energy | 100 | 115 | 130 | 150 |
energy regen | 1 | 1.05 | 1.1 | 1.16 |
melee skill | 50 | 51 | 52 | 53 |
melee damage | 1 | 1.1 | 1.21 | 1.33 |
range damage | 1 | 1.05 | 1.1 | 1.16 |
1 | 2 | 3 | 4 | |
health | 140 | 161 | 185 | 213 |
health regen | 0.5 | 0.53 | 0.55 | 0.58 |
energy | 100 | 115 | 130 | 150 |
energy regen | 1 | 1.05 | 1.1 | 1.16 |
melee skill | 50 | 51 | 52 | 53 |
melee damage | 1 | 1.1 | 1.21 | 1.33 |
range damage | 1 | 1.05 | 1.1 | 1.16 |
1 | 2 | 3 | 4 | |
health | 140 | 161 | 185 | 213 |
health regen | 0.5 | 0.53 | 0.55 | 0.58 |
energy | 100 | 115 | 130 | 150 |
energy regen | 1 | 1.05 | 1.1 | 1.16 |
melee skill | 50 | 51 | 52 | 53 |
melee damage | 1 | 1.1 | 1.21 | 1.33 |
range damage | 1 | 1.05 | 1.1 | 1.16 |
ig_guardsmen_lasgunpiercing_pvp damage |
ig_guardsmen_fistmelee_pvp damage |
ig_guardsman_flamerflame_pvp damage |
ig_guardsmen_plasma_gunplasma_pvp damage |
ig_guardsmen_leader_swordmelee_pvp damage |
ig_guardsmen_leader_pistolpiercing_pvp damage |
ig_guardsmen_squad_commissar_swordmelee_pvp damage |
ig_guardsmen_squad_commissar_pistolpiercing_pvp damage |
Deployable CoverConstruct cover (30 health, building, small) in the field. Cover blocks enemy melee troops and grants directional (heavy/green) cover to units behind it. Build time is 10/# of models building (up to six). |
Multi-laser Turret150 5Construct a Multi-laser Turret, a light fire support turret that causes no suppression. Build time depends on the number of Guardsmen to build it (up to 6 models). Can be reclaimed to regain 75 requisition and 2.5 power. If upgraded, regain 95 requisition and 7.5 power (salvage process takes 15 seconds). Build time is 60/# of models building (up to six). |
RepairRepair an allied vehicle or building for 20 health per second with one Guardsman squad. Any additional squads repairing will repair an additional 10 hp/s. Cooldown 5 seconds. |
Summary ExecutionThe Commissar executes one of the Guardsmen for cowardice, instantly breaking the squad's retreat. Cooldown 60 seconds. Requires the Commissar upgrade. |
Sergeant | T175 15Adds a die last Sergeant to the squad (140 HP, 3 piercing DPS, 4 melee DPS). Expands the squad with two more Guardsman models and grants an extra model for free whenever one is reinforced. |
Flamer | T165 15 15Equips the guardsman infantry squad with 3 Flamers (3.13 flame DPS with splash damage in a radius 5). Flamers are effective against buildings, units in buildings and dense formations of infantry. Guardsmen can always repurchase different weapons. |
Commissar | T285 20 15Adds a die last Commissar to the squad (140 HP, 15.64 piercing DPS, 26.15 melee DPS). Expands the squad by 2 Guardsman models and grants an extra model for free whenever one is reinforced. Grants the Summary Execution ability, which will break a retreat in progress. |
Plasma Guns | T290 25 15Equips the squad with 3 Plasma Guns, effective against heavy infantry. 8.24 plasma DPS. Guardsmen can always repurchase different weapons. |