Guardsmen
Name: Guardsmen
Age: 20+ years
Height: Variable
Weight: Variable
Eyes: Variable
PL: 3
Stats:
Str: 14 (+2)
Dex: 14 (+2)
Con: 14 (+2)
Int: 12 (+1)
Wis: 10 (+0)
Cha: 10 (+0)
Cost: 14
BAB: 4
BDB: 4
Initiative: 2
Cost: 16
Saves:
Toughness: +2 (+7 Protection)
Fortitude: +4 (+2 Con)
Reflex: +4 (+2 Dex)
Will: +3 (+0 Wis)
Cost: 7
Skills:
Disguise 1 (+1)
Knowledge: Civics 1 (+1)
Knowledge: Religion (The Emperor) 1 (+1)
Profession: Soldier 1 (+1)
Cost: 4
Feats:
Accurate attack
Elusive target
Move by action
Cost: 3
Powers:
Device 3 [Lasgun] (Hard to lose)
Blast 5 (Extra: Autofire)
Device [Frag Grenades] (Easy to lose) (12pp)
Blast 6 (Feat: Progression 2) (Extra: Area (Burst))
(Flaw: Only use three times)
Flak Armour (Protection 5)
Cost: 29
Costs: Abilities (14) + Combat (16) + Saves (7) + Skills (4) + Feats (3) + Powers (29) - Drawbacks (00) = 75 (PL 5)
Designers notes
The Guardsmen are pathetic. Those who know about 40K know that an individual Guardsman can not match 90% of the other units in the game. However, they prevail through numbers. One lasgun is a joke, but due to the cheapness to manufacture and common numbers in the Imperium, it is easy to bring 100 to bear. This is also about the Elusive target, as a Guardsman is extremely hard to distinguish from 20 others wearing identical uniform. This also applies for disguise. The other skills come from the
Imperial Infantrymans Uplifting Primar.