Switch Theme:

Regimental Doctrines Revisited  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Regular Dakkanaut




I had some time to kill so I threw this together as a wishlist. I don't intend to ever use these rules. This is just for fun discussion on things that represent the different Regiments to add some fun and flavor.

Regimental Doctrines:

For each combined arms detachment within your army you may choose a regimental doctrine. These rules effect all Imperial Guard units within that detachment. Two form a combined regiment you must use two separate detachments. If using unbound you may only select one set of doctrine to utilize for your whole force.

Cadian:
Commands Without Doubt: All units with the Voice of Command special rule may issue an additional order
Obeys Without Question: Each unit may receive a second order, a unit may wait until it has received its second order to complete is action. (IE if order states complete a shooting attack a unit can wait until after the second order to complete that attack)
Preferred Weapon: Grenade Launchers and Autocannons are twin-linked

Valhallan:
Close Order Drill: Units do not take morale tests during the shooting phase.
The Forlorn Hope: Each unit may count its rapid fire weapons as Assault 1 if it desires.
Preferred Weapon - Final Protective Fire: Mortar Teams gain twin-linked and shred and may fire during over watch, Flamers gain twin-linked and count a D6 when utilizing wall of death.

Mordian:
Close Order Drill: Units do not take morale tests during the shooting phase.
Obeys Without Question: Each unit may receive a second order, a unit may wait until it has received its second order to complete is action. (IE if order states complete a shooting attack a unit can wait until after the second order to complete that attack
Preferred Weapon: Grenade Launchers and Lascannon Heavy Weapon Teams may fire a second shot at -2 BS.

Tallarn:
Like the Wind: Units gain hit and run and D3 vehicle units or infantry and their transports units may out flank.
Armor Spearhead: Vehicles may move at cruising speed and still count as combat speed and combat speed as stationary. Fast vehicles may move an addition 6 inches per turn.
Preferred Weapon - Alpha Strike: Tallarns may reroll to hit and reroll to wound or penetrate with their first shot from Plasma Guns, Missile Launchers, and Hunter Killer Missiles.

Vostroyan:
Ancient Debit: Unit gains Fleet and Furious charge
Sons and Daughters of the Emperor: May reroll all fear and morale tests. Always regroups at full leadership.
Preferred Weapon - Heirlooms: You may reroll all ones to hit with Lasguns. Vostroyans count Flak Armor as Carapace Armor

Catachan:
Guerrilla Tactics: Stealth, D3 infantry units may infiltrate
Expert Fighters: +1 WS in addition a unit gets +1 INT on the first round of combat if charging or being charged
Preferred Weapon - Deathworld Toxins: Snipers and Close Combat attacks poisoned 4+ and reroll failed wounds

Tanith:
Guerrilla Tactics: Stealth, D3 units may infiltrate
Light Infantry: Scout, the first time a unit fires it may count its weapons as Heavy 1 rending
Preferred Weapon: Sniper Rifles are twin linked, May replace missile launcher with a tread-fether with the following profile – Strength 8 AP 3 Salvo 1/2 Range 40.

Steel Legion:

The Forlorn Hope: Each unit may count its rapid fire weapons as Assault 1 if it desires.
Armor Spearhead: Vehicles may move at cruising speed and still count as combat speed. Fast vehicles may move an addition 6 inches per turn.
Preferred Weapon: All units gain Tank and Monster hunter when using Krak weapons (GL, ML, Grenade)

Outsiders:

Imperial Guard regiments often have personnel attached from other sources. While these forces are trained differently, they often pick up some of the traits and tactics from their parent units. Each outsider unit may select one of their parent regiments special rules and add it to their profile. This must be determined before the game begins and cannot be changed. Outsiders also gain access to preferred weapons from their parent unit if it applies. The following units count as outsider attachments:

Standard Commissars
Priests
Enginseer and Servitor
Primaris Psykers
Ratlings
Ogryns and Bullgryns
Wrydvane Psykers
Scions


Famous Heroes:


Special Characters always retain the special rules from the planet of their birth or assignment. (IE Yarrick = Steel Legion, Creed = Cadian etc etc) Lord Commissars may select any two traits.

Custom Regiment:


To create a custom regiment you may select two rules from the following list to define your home regiment:

Ancient Debt
Armored Spearhead
Close Order Drill
Command Without Doubt
Expert Fighters
Guerrilla Tactics
Like The Wind
Obeys Without Question
Sons and Daughters of the Emperor
The Forlorn Hope

Custom Regiments may not select a preferred weapon.


There are some regiments that are not listed here because they are Forge World or could be subbed with another regiments rules or a combination or rules. Again this is just for fun and to spawn discussion. What do you guys think?

This message was edited 2 times. Last update was at 2015/05/27 22:52:11


 
   
Made in ca
Dakka Veteran






Don't play Guard/Astra yet, but I'll do what I can.

Catachan's doctrines are a bit too far into the "good" category, to the point of being a clear choice over most of the others. Guerrilla Tactics should only provide Stealth (Jungles/Forests). Expert Fighters should provide +1 Weapon Skill or +1 Initiative on the charge, but not both and certainly not +2 Initiative which is a tad bit broken. Lastly, Deathworld Toxins should allow for re-roll of failed To Wound rolls with Poisoned weapons, as there are far more potent toxins and poisons in the galaxy than those found on Catachan, and no improved Rending. If you want to make their assaulty nature and sniper abilities better, I suggest giving them Precision Strikes (6+) and Precision Shots (6+).

Also, same goes to Tanith's Guerrilla Tactics doctrine.

CURRENT PROJECTS
Chapter Creator 7th Ed (Planning Stages) 
   
Made in us
Regular Dakkanaut




The INT bonus is a typo that should have been +1 (no way they are out pacing marines). However, the reasoning is that +1 WS and INT is that additional WS doesn't actually do much. On a guardsmen against most opponents it only changes that your opponent hits on a 4+ instead of a 3+ verse his equivalent class unit. The fluff idea being Catachans get a first round advantage in that they ambush or surprise their opponents. After that first turn they become WS +1 guardsmen which are really crappy in close combat still.

As for the other rules, Stealth (forests) is garbage ability because whenever you don't play in a jungle you are paying points for nothing so to speak. Chimeras have a rule called Amphibious which lets them reroll dangerous terrain in water. In practice it almost never happens because not many games use water obstacles. However, maybe just leave it as universal stealth. Shrouded might to to powerful. I like what you are saying about the poison so I will change that.

This message was edited 1 time. Last update was at 2015/05/27 22:53:07


 
   
Made in ru
!!Goffik Rocker!!






Vostroyans are OTT.

4+ armor, furious charge and fleet. Even regular platoons with priests and xeno inquisitors are deadly up close. This guyz will have a potential to be even deadllier. They'll be basically s5 on the charge with rad nades.
   
Made in us
Been Around the Block




I really like the idea of a unit being able to receive multiple orders; being able to FRSSRF then run away would be helpful in several situations I've found myself in, though that extra order could be a bit much. Maybe give an extra 6'' of order radius? Would that be worse?
   
 
Forum Index » 40K Proposed Rules
Go to: