Now I have been drinking heavily this evening, but I have returned home to a shiny new copy of "Only War," and it has inspired me to put together a couple of new regimental doctrines of the type on p64&65 of the core book. There are very rough and ready, and obviously not play tested, but see what you think:-
Rare in the modern Imperial Guard, heavy infantry units were once commonplace in the Imperial Army of the Great Crusade era. Composed of heavily armoured and often genetically enhanced soldiers, these units were expected to act as front line support for the Astartes of the day. Although no match for Space Marines, heavy infantry were expected to perform many of the same duties: shock assaults, boarding actions and high intensity, close range firefights in built-up terrain. Changing tactical doctrines, altered perceptions of genetic tampering and the loss of formerly widespread technologies (such as power armour for non-Astartes) have all contributed to a significant reduction in the number of Heavy Infantry units in the Imperium, and less than one in a hundred Imperial Guard Regiments currently operates to this pattern, typically with far more primitive equipment than their Imperial Army forbears.
Cost: 3 points
Characteristics: +3 strength, -3 intelligence
Starting Talents: Berserk Charge
Standard kit: Full carapace armour, one M36 lasgun, six charge packs per player character, 1 Frag and 1 Krak grenade
Subterranean assault corps
A very small number of Imperial Guard Regiments continue to operate the increasingly rare tunnelling assault vehicles of the ancient Imperium. The flexible Termite-pattern light tunneller, the mighty Mole-pattern medium tunneller and the terrifying Hellbore-pattern super heavy tunneller still have a role to play in the modern Imperium despite the tiny number of Forge Worlds still able to maintain them. Those guardsmen who specialise in operating from these peculiar craft are in many ways akin to Drop Troops: they burst from within the cramped confines of their transport vehicles after a nerve-shredding journey, into the heart of an enemy position. Like drop troops, They are expected to seize an objective in the teeth of fierce opposition and hold it at all costs until support can arrive. Like Drop Troops, they are selected for their toughness and sound constitution rather than their sparkling personalities.
Characteristic:+3 strength, -3 fellowship
Starting skills:- Operate (tunneller)
Starting Talents: Sound Constitution
Standard Kit: one combat shotgun and 50 rounds (Main weapon), flak armour, one Termite light tunneller per squad.