Imperial 2nd Young Guards
by T. Jordan "Greywolf" Peacock and Jim Venn
29 Jul 1996

The following Imperial special forces unit is based on a smattering of fragmented information from the RPG, the card game and plain ol' hearsay ... and largely inspired by a sense of "Hey, those guys look COOL!" when looking at the "Imperial: Clans of Damnation" sourcebook cover and its depiction of two Young Guard soldiers. We were assuming that the Young Guard is equal to (or closely related to) Her Serenity's Royal Dragoons. If not ... Well, then, I guess we goofed, but shame on Target Games for showing us a picture of the Young Guard and not detailing them!

The basic notion we had of the Young Guard was this: Lightly armored, highly mobile urban-combat unit, specializing in long-range weaponry -- immune to fear, and never hiding. Plus, on the cover of the Imperial sourcebook, the two Young Guards we c an see are armed with a Southpaw and an Assailant sniper rifle. So, from there...


Imperial Young Guard

CC MW PW LD AC W ST MV A Cost
Young Guard 14 15 -- 14 3 1 0 4 22 28
Young Guard Sergeant 15 16 -- 16 3 1 0 4 22 33
Young Guard Captain 15 16 -- 16 4 3 1 4 22 50

Members of the Young Guard are specialists in urban combat, defending not only Imperial's "homeworld" of Victoria, but its holdings on the other planets of the solar system as well. They are all hand-picked veterans of other special forces, and are so dedicated to valorous conduct that they never hide from danger. They wear dark jumpsuits of ballistic nylon, giving them some protection from bullets and relatively high mobility.

Special Rules: Young Guards may never Hide. They are immune to fear, and thus never have to take Panic or Rout tests.

Equipment: Young Guards are typically armed with Invader rifles. One Young Guard may replace his Invader with a heavy weapon from the General Armory or Imperial weapons lists, or else with an Assailant sniper rifle. [Note: This deviates from the normal rule that only individuals may use sniper rifles.]

Structure: Young Guards are organized into units of 4 to 6 Troopers, led by a Young Guard Sergeant. If the Young Guard unit contains a total of 7 soldiers (including the Sergeant), then a second member of the unit may replace his Invader rifle with a heavy weapon or Assailant sniper rifle.

Young Guard Captains are individuals, and may be armed with any weapon from the General Armory or Imperial weapons lists. You may have a Young Guard Captain only if you also have at least one Young Guard unit in your force.


Representation: The Blood Berets pack would serve best to represent your rank-and-file Young Guardsmen and Sergeant, painted with black body-suits, pauldrons and berets, with a silver skull symbol in lieu of the Imperial logo on the left shoulderpad (or right, for a Captain). The arms are painted red -- and you might use a bit of putty to suggest "sleeves". (The only visual reference available, to my knowledge, is the cover of the "Imperial: The Clans of Damnation" RPG sourcebook.)

For heavy weapons or Assailant carriers (or your Hero), things may be a bit trickier, since at this writing there are no models with Assailant sniper rifles or Southpaw rocket launchers. Unless you're up to a major kitbash, I'd recommend just using the Blood Berets models with Deathlockdrum or Mandible to represent a different armament, or perhaps paint a different colored spot on the base.

Design Notes: The Young Guardsmen are designed starting with the Blood Berets profile. First of all, armor was dropped from 24 to 22, offset by raising the MV to 4. For the Sergeant and Captain (who would normally have an Armor of 26), this greater difference was made up by adding 2 points to Leadership, resulting in the large Leadership value of 18. (I justify this by their near-fanatic and elite-of-the-elite nature.) CC and MW scores were altered from the basic profile, taking from the CC and adding to the MW, as this group seems to be more of a marksman group than a "get-up-close-and-personal" close combat squad.

The Blood Berets' Jungle Training was dropped and essentially replaced with the Fearless ability and a disadvantage of being unable to hide. (Note that all Imperial special forces are immune to Routing anyway.) While I believe the inability to hide to be a very serious disadvantage, in the urban scenarios for which the Young Guard were designed, it's almost a moot point, with no "tall grass and depressions" to provide hiding spots out in the open. Also, I could consider this offset by the liberties I took with changing the combat statistics and allowing the use of sniper rifles among the regular troopers to fit a particular combat role.

Play Notes: In an urban scenario (using house rules which I've described elsewhere), the Young Guard actually did pretty good. Their high mobility proved helpful in maneuvering Young Guardsmen into better positions to shoot around the various buildings and other obstacles covering the board. The unit is rather expensive, though, and it wasn't hard to fill up a 500-point force with just a single Young Guard unit and Captain. We've not really found any great use for the option of using sniper rifles -- That was more inspired by the armaments shown in the Imperial sourcebook cover than any tactical consideration.

(Southpaws seem to be worth the extra cost rather than using the heavy weapons allowances for sniper rifles. Many a time an enemy Dark Legion unit would try to hide behind towers or around corners, but if one straggler was out in the open, there was a chance of targeting him with a Southpaw and catching some of the rest of the unit (out of LOS) in the blast.)

Considering that the Young Guardsmen certainly have their weaknesses (high expense, low close-combat potential) and that they did take quite a pounding in our play-tests, I think they have shown themselves to be a reasonably balanced group that would (of course) work better in some terrain and scenarios than in others.

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