The million worlds of the Imperium include every possible inhabitable climate and quite a few that should be uninhabitable. But if human history proves anything it is that with the proper motivation (psychological or chemical) people can adjust to anything.
Those hardy souls who dwell in the harshest environments, whether Death Worlds like Catachan, the poisoned underhives of Necromunda or the deep deserts of Tallarn can make for the toughest most effective soldiers.
If you can keep them under control.
Their uniforms are unkempt and they carry all manner of unauthorized equipment from frenzon injectors to knives carved from the claws of local predators. Their armor is hapazard, with heavy armored plates removed from flak vests to lighten them, then local cloaks, leather, trophies and primitive armor added. The officers are just as bad as the men, often they can only be distinguished by their additional scars and tattoos.
But no one can deny they are effective.
While Codex: Rambo was not really GW's finest hour, there is nothing wrong with the concept of tough-as-nails soldiers fighting off technologically superior foes with nothing but grit and their wits. As long as, y'know, they're not all dressed like Rambo. I mean really, did anyone at GW bother to see how people fighting in a jungle really dress? Anyway... I digress.
And one thing I miss from the current IG codex is there are almost no units that can infiltrate. Both Storm Troops and Vets used to have that option and now only the dang Space Hobbits do. Space Hobbits?
How are Space Hobbits still in this game if Space Dwarfs are too silly? Anyway... I digress.
So here is my proposed take on the idea.
Despite the name they can hail from any Imperial World, they would just represent the toughest of the tough, Glacier Guard from Valhalla, Underhive Extermination teams from Mordia, Tallarn Fremen, Tannith's elite scouts, Cadia's 'Tunnel Rat' sapper teams etc...
Changes:
6+ save to make them 'light infantry'
Flexible squad sizes
Infiltrate, move through cover, scout, stealth - basically the whole commando package.
Optional officer, but no other characters
Everyone gets a pistol and CC weapon (so 3 WS4 attacks on the charge, plus a pistol shot), options for rending, furious charge, poison
Questions:
10 points for a WS4, infiltrating guardsman. Too expensive? 8 points?
Stubborn Deathworld Officer for 50 points, too good? Too expensive?
3 special weapons+ a heavy in an infiltrating squad. Too good?
No other orders or characters, does that weaken them too much?
DEATHWORLD VETERANS
50 points for a sergeant and 4 Deathworld Vets
Up to 5 more vets for 10 points each
Add a Deathworld Veteran Officer for 50 points
Elite Choice
Death World Veteran
WS4 BS3 S3 T3 W1 I3 A1 Ld7 Sv6+
Special Rules: Infiltrate, Stealth, Move Through Cover, Scout,
Unruly
Unruly - Deathworld vets may not receive orders from any officer except a Deathworld Veteran Officer, they may not be joined by characters or Commissars (alternately if they are joined by an outsider roll a d6, on a 5+ the character meets an unfortunate accident before the battle and is removed)
Wargear: Lasgun,
CC weapon, Las Pistol, Frag Grenades
Options
Any model may replace his lasgun with a shotgun
Up to 3 may take a Special Weapon from the list
1 may take a heavy stubber (5 points), heavy bolter (15 points), heavy flamer (15 points), missile launcher (15 points) or demo charge (20 points)
(Note: they do not need to form a heavy weapons team)
1 may take a vox caster (15 points)
The whole squad may take krak grenades (1 point per model)
The whole squad may take melta bombs (5 points per model)
Death World Veteran Sergeant
WS4 BS3 S3 T3 W1 I3 A2 Ld8 Sv6+
Special Rules: Infiltrate, Stealth, Move Through Cover, Scout
Wargear:
CC weapon, Las Pistol, Frag Grenades
Options: Ranged Weapons List, power weapon (15 points)
Death World Veteran Officer
WS4 BS4 S3 T3 W3 I3 A3 Ld9 Sv6+
Wargear -
CC weapon, Las Pistol, Frag Grenades
Options: Melee Weapons List, Wargear List
Special Rules: Infiltrate, Stealth, Move Through Cover, Scout, Stubborn, Voice of Command
Doctrines (you may choose one)
Poisoned
CC weapons 4+ (1 point per model)
Rending
CC weapons (2 points per model)
Furious Charge (1 point per model)