Whiteshield Squads for WH40k

By Tim Peers

 

'Whiteshield' is just one name for a squad of young, rookie Guardsmen eager to prove themselves on the battlefield. The name is usually used by regiments from feral worlds where a young warrior must earn the right to wear his heraldry on his shield. The custom is kept alive in these regiments by allowing no insignia on the uniforms of the recruits until they are deemed worthy. The only exception is the squad's Sergeant- a veteran warrior tasked with guiding and overseeing the youngsters, he has earned the right to wear his unit badges and regimental markings. The correct Imperial Army name for a Whiteshield squad is a Probitor squad.

Using Probitors in an army

An Imperial Guard army may include up to one Probitor squad per Infantry Platoon, in place of one of its normal Infantry Squads. A Platoon therefore consists of 2-5 Infantry Squads, or 1-4 Squads plus a Probitor Squad.

Probitor Squad

Points
WS
BS
S
T
W
I
A
Ld
Sv
Probitor
70 per squad
2
2
3
3
1
3
1
7
5+
Vet. Sergeant
-
3
3
3
3
1
3
2
8
5+

Squad: The squad consists of 1 Veteran Sergeant and 9 Probitors

Weapons: Lasguns.

Options: One model may have: Flamer (3pts) Meltagun (6pts) Plasmagun (6pts) or Grenade Launcher (6pts)

Two models may form a weapons team with: Heavy Bolter (8pts) Missile Launcher (8pts) Lascannon (15pts)

Autocannon (12pts) or Mortar (15pts).

The squad may have a Comm-Link at +5pts (but note special rules below)

The whole squad may have Frag Grenades at +10 pts.

The Veteran Sergeant may swap his lasgun for a laspistol and close combat weapon for no points cost, and may take additional equipment from the Armoury.

Fearless: The Probitor Squad is Fearless. Such is the determination of the young Guardsmen that they will not run from anything. However, should the Veteran Sergeant be the only remaining squad member, he will not be Fearless and will follow all the usual morale rules, including Man Alone tests.

Design Notes: This is a pretty basic addition to the Imperial Guard army. The Whiteshields aren't likely to kill too many of the enemy, but they will tend to stick around until wiped out, making them a useful front line. Note that the points cost for weapons which require a 'To Hit' roll has been reduced slightly for this squad, but the Flamers and Mortars cost the same, since they are every bit as effective. I can't think of any reason why Whiteshields might need a Comm-Link, but I've left in the option in case I've forgotten something obvious...