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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?
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