Okay, so I somehow manage to get access to Fantasy Flight Games computer and sneak around a bit and stumbled upon this new mechanic:
Steel Balls
To be a part of the Imperial Guard is too be one of many millions. Unlike the Space Marines in Deathwatch or the Acolytes of the Inquisition, the Player Character have nothing but their trusted Lasgun and courage in their bellies. This is what separates them from the million others who wouldn't even advance if it had not been for the bolt pistol of the Commissar.
Using Steel Balls
Steel Balls allows a Solder to bring forth the courage that resides within his spirit and do feats that can turn the tide of the battle.
Whenever a Steel Ball is spent, the player rolls a 1d10. On a 10, Sly Marbo appears at the start of the next turn to help the players in any way the GM sees fit.
Using a Steel Ball allows a Solder to do one of the following:
- Decrease the weapon class of all weapons for the reminder of the battle. (Mounted becomes Heavy, Heavy becomes Basic, Basic becomes Pistol and all Pistol within the Soldiers Agility Bonus will hover around the Soldier)
- Call in an Artillery Strike as a free action. This follows the same rules as mentioned in Chapter IX.
- Immediately re-group the Platoon.
- Count all improvised weapons as Sword or Knife (GM's discretion) without the Primitive quality.
- Break Pinning and ignore all attempts of being Pinned for the reminder of the battle.
Burning Steel Balls
Sometimes, pure courage is not going to be enough to win the battle. In these instances, the character may chose to burn a Steel Pall and permanently reduce his Steel Balls by one. The result is that Sly Marbo arrives together with Catachan 2nd regiment.
Gaining additional Steel Balls
Soldier are awarded additional Steel Balls (Or regains those burned) at GM's discretion. Such rewards can be given out as the main battle reaches certain milestones or for particular act of heroism, courage or by brutally defeating a superior enemy force single handed.