This is the system I am proposing for doctrines for the Imperial guard. Assistance for balancing points costs would be very much welcome, as these are just my estimates of values.All points values are given beside the name of the doctrine. Constructive critisism welcome.
All Imperial guard armies may take up to one of each type of doctrine; Regiment type, Speciality, Planetary bonus and Training perk.
Regiment type:
Light Infantry regiment-25
The army may contain no vehicles whatsoever. All units gain the infiltrate and special rule.
Armoured company-80
Leman Russ Tank Squadrons must be taken as troops choices. Infantry units may not be taken, neither may Valkyrie, Vendettas or Sentinals.
Drop troops-80
All units may take Valkyries as dedicated transports, and gain the deep strike special rule. No vehicles may be taken other than scout Sentinals, Valkyrie and Vendettas. Vendettas may be taken as heavy support and/or fast attack.
Siege regiment-80
The army may take a single artillary vehicle for every squad of veterans or infantry. No vehicles from the fast attack slots may be taken, and Leman Russ Squadrons may be taken in these slots instead.
Mechanised regiment-80
All infantry units come with the cost of a chimera added to their price and a chimera as a dedicated transport. Leman Russ tanks, Sentinals and artillary options may not be taken in this force. Any unit that can not fit into a single chimera may not be taken. All units must enter play within their chimera and may not deep strike. Additionally, all chimeras and hellhounds within this army may fire one weapon a turn regardless of how far they have moved that turn and any unit that has disembarked may move and shoot normally even if the vehicle moved flat out that turn.
Penal Legion-30
Penal legion armies may not take vehicles, company command squads, platoons or any other unit that is not a squad of penal legionaries. They must take a warden who has the following profile: WS4 BS4 S3 T4 I3 W2 Ld10. For each warden, 5 squads of legionaries may be taken. This overides standard FoC structure, and you may take as many wardens as you like.
Specialisation:
Chemical fighters-50
All ordnance may take gas rounds instead of normal ammunition. This causes all templates fired by this weapon to be as poisoned 3+ and not wound any units with this doctrine-it is assumed that any members of a force that uses chemical weapons wear gas-masks. Additionally, any lasgun may be replaced with a gas-thrower for 3 points. This is a template weapon that is poisoned 5+ and may injures any units in an open topped transport.
Jungle/Urban fighters-50
All non vehicle units in the army gain the move through cover special rule, and gain the stealth special rule when in area terrain. All template weapons are also 3 points less expensive.
Trench fighters-50
All units add one to their WS if they are occupying area terrain. Additionally, any infantry unit may declare it is attempting to dig in at the beginning of the move phase. The unit then forfeits the rest of it's turn. If it is disturbed for any reason in the enemy turn; it takes wounds, is assaulted, is forced to move or goes to ground, then it may not complete the dig in action. If it succeeds, place a piece of suitable area terrain on the area occupied by the unit. This terrain confers a 5+ cover save, and counts as dangerous terrain when being entered by any non-trench fighter unit. On subsequent turns it is only difficult. Any unit with affected by trench fighters treats this terrain as open ground, but it may not run and still gains the cover
save.
Planetary bonus:
Nocturnal planet-30
All units in the army have the heightend senses special rule.
Skitarii-40
All units in the army have -1 I and a 6++ save. Vehicles in this army also cost 10% less, rounding up.Techpriests replace Platoon and Company commanders and Priests and Psykers may not be taken.
Death world-50
All units in the army may choose one of the following sets of state boosts:
+1 T and -1 I
+1 WS and -1 Ld
+1 BS and -1 S
Hive world-25 points
Every infantry model costs 2 points less, to a minimum of 3 points per model. Units may not gain the benefits of orders and have -1 Ld.
Training perk:
Scouts-50
All units gain the scouts special rule and increase their BS by one. They may not take Melta or plasma weapons as special weapons in squads.
Die Hards-65
All infantry units gain +1 WS in close combat and +2 leadership, to a maximum of 10. If a unit is broken, it gains the rage USR until it can regroup.
Well drilled-30
All units have +1 Ld and are stubborn, but suffer from -1 I, must target the nearest unit for shooting and assault and may only move 3" if they are not within 6 inches of a Company commander, Platoon commander, Comissar or Sergeant.
Marksmen-25
All models have +1 BS and may re-roll ones to hit.
Conscripts-15 points
All infantry units have -1 BS, -1 WS and -1 Ld. They also cost 2 points less per model, to a minimum of 2 points. At the same price as their normal unit, they may be use the 'Bring in the next wave' special rule.
Coordinated-40
Up to 3 units choices in the army may be given the outflank special rule, but these units must start in reserve.
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