
This page is about Dark Crusade units. For background information, see Imperial Guard.
In general the Imperial Guard have weaker infantry of all the factions and need moderate upgrades to make them fully functional, but they also have perhaps the best collection of Vehicles available.
The Imperial Guard focuses on synergy between units and massed attacks. No single unit can measure up to a space marine or necron squad, but the guardsmen can equip large numbers of heavy weapons and reinforce very quickly. In addition they can field powerful leaders the strongly boost the fighting strength of each squad.
Commanders[]
Command Squad[]
- Led by the Imperial General.

- The Imperial General can add other leaders to the squad (such as a Commissar, Priest and Psyker).
- This squad can counter the heroes of the other races.
Builders/Support[]
| Techpriest Enginseer | Builder unit | Legendary builders from the Adeptus Mechanicus. Can repair units more quickly and efficiently than the builders of other races. |
| Commissar | Commander | These fearless leaders are the backbone of the Imperial Guard. Boosts the morale and health regeneration of any squad he is attached to. Can execute cowards to make other Infantry fight harder. |
| Psyker | Commander | Detects infiltrated units. Can use their abilities to turn the tide of battles. Lightning Arc ability can decimate entire squads. Strip Soul ability can do high damage to humanoid units. |
| Priest | Commander | Inspire squads to fight courageously. Add hitpoints and morale to any squad they're attached to. Increase the damage of any squad they're attached to. Fanaticism ability can make their squads temporarily invulnerable. |
Infantry[]
| Guardsmen | Infantry | The primary unit of the Imperial Guard. Weak in small numbers or without leaders. Powerful when massed in large numbers. |
| Heavy Weapons Team | Infantry | Entrenches into a defensive fortification to deploy heavy weapon. Sandbag encampment protects team while entrenched. Can upgrade to anti-vehicle weapons. |
| Assassin | Infantry | Equipped with a long range sniper rifle. Can kill most Infantry units with one shot. Assassination Scope allows Assassin to temporarily increase range. Effective against Infantry and Hero Units. |
| Kasrkin | Heavy Infantry | Elite commando units. Deal high damage and have a long range. Can move more quickly than other infantry. Effective against Infantry and Heavy Infantry. |
| Ogryn | Heavy Infantry | Heavy Infantry. Powerful melee attack. Strong ranged attack but highly inaccurate. Can take heavy punishment. Effective against Infantry and Heavy Infantry. Large size requires them to use two slots in transports and building garrisons. |
Vehicles[]
| Sentinel | Light Vehicle | Fast moving raiding unit that can uncapture strategic points. Effective against other vehicles. |
| Chimera | Assault/Transport Vehicle | Transport vehicle that can hold up to 3 squads of Infantry. Firing ports allow Infantry to fire out while garrisoned inside. Effective against Infantry. |
| Hellhound | Assault Vehicle | Flamethrower vehicle that can take heavy punishment. Excels at taking down buildings. Effective against Infantry. |
| Basilisk | Heavy Artillery | Has incredibly long range. Does heavy damage in area of effect. Effective against Infantry and buildings. |
| Leman Russ Battle Tank | Medium Tank | Assault tank that can take heavy punishment. Effective against both Infantry and vehicles. |
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