Back to releasing exciting end user news! While condensing and updating the IP compliance of the Imperial Guard Codex, I was able to come across some Rogue Trader era datasheets for old platoons that have been long lost in editions. Special thanks to the Facebook Rogue Trader page for their willingness to share these with me!
We have from the start had Guardsmen Platoons and Stormtrooper Platoons. These massive formations allow for the Imperial Guard to bring a large quantity of troops that have to be wiped out as a whole to count as a Slot Kill for Objective Purposes. While not cheap, this does give the Imperial Guard the massive man power feel from the lore and is incredibly satisfying. I am pleased to introduce you to the following Platoons:
Beastmen Platoon. The Beastmen Platoon consists of 1 Command Squad and 2-4 Beastmen Squads consisting of a Beastmen Sergeant and 9 Beastmen. The Command Squad gives them technical orders and and close support, while the Beastmen bring a much needed melee element to the army. With the ability to dual wield Brutal Weapons or exchange one for a pistol, pistol shotgun, or lasgun, they are highly versatile! Coming in at T4 allows them to take small arms fire a bit better than your average guardsmen and get into the melee. In addition, 2 can trade for a Special weapon instead and the Sergeant has the full Sergeant upgrade options for maximum flexibility!
The Engineer squad has been moved to a 1-3 squad Platoon in spirit of the Platoons, particularly for Elite Slots that would completely overshadow them otherwise. While they technically could be assumed to have a mandatory Command Squad attached, there are a few exceptions and it has technically been left off because of that.
Bullgryn and Ogryns now have a Platoon as well! They have been adjusted to be 3-6 man squads, with Platoons consisting of 2-4 squads each. Bullgryn and Ogryn are separate Platoons. Due to their very low intellect nature, they do not get a Command Squad. They just simply do not understand complex strategy and get their orders mixed up outside of the basic “smash”, “take,” or “hold”.
Ratling Platoons are back as well! They come in unit sizes of 5-10 each, with 2-4 squads per Platoon. Due to their limited role in combat, they historically do not get a Command Squad either. Their main purpose is to harass the enemy and take targets of opportunity.
Outside of Platoons, the Orders for the Imperial Guard have been refined. Now that we are looking at the game scale going into Apocalypse mode, we are trying to find rules or abilities that need streamlining. Just about everything has checked out okay so far, but the Imperial Guard Order subphase gets pretty winded in bigger games. In order to address this, when a model issues an Order you just roll one time. Each eligible nominated unit name in range compares their highest Ld score. If it is equal to or under they receive the benefit of the Order! If units are eligible for rerolls because of a Vox Caster, roll one additional time and compare for units that just failed but have Vox Casters or like abilities.
Previously, you rolled for each unit which can take an immense amount of time, particularly with Ursarker Creed and his impressive 24″ Order range and Infantry Orders 4! Exploring support vehicles such as the Aquila Lander, Leviathan Regimental HQ, and Capitol Imperialis only further emphasized the bog down in giant games. There will still be an Apocalypse supplement, but it is just being explored at the moment.
I also shortened the Codex significantly by making an Index in the beginning for Vehicle Equipment. These are pretty well universal and with the sheer volume of Vehicle options I was able to shave a ton of pages off the Codex! I always hated 8-9th edition forcing you to look at a page for the unit, another for the point cost, and a third for the Wargear. I started out with the info dump being available for all players (particularly new players) in one spot, but over time have come to accept that at least some of the Wargear can be consolidated to save space and scrolling.
Lastly of course is a further IP compliant note has been appended to the top of the Codex and each Regiment Supplement. All Codexes will be getting this treatment in the near future! I also shortened line spacing even further to shorten scroll amounts needed. This has a bigger impact on the larger Codexes.
We have been getting more good feedback which I appreciate immensely! We have also had some players volunteer skill sets I lack to bring better life to A4R. This skill contributions are amazing and give me the warm fuzzy feeling of the Emperor’s light in my old commissariat heart. As we get further along with these changes and additions they will be announced! We love hearing back from you guys and are happy to answer any questions!

Special shoutout to user Iron for making a logo for a thumbnail we can use!