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Made in gb
Rough Rider with Boomstick





Greater Manchester, UK

Hey all,
I've been mulling over regimental doctrines. The ones in the codex are great and fluffy, and should definitely be used for matched play, but who doesn't love spitballing custom ones that will never see the light of day?
I don't see this as an opportunity for "OMG BEST DOCTRINE EVAR INSTAWIN!!!!!11!!!" but rather for posting fluffy, silly, or even possibly(!!) balanced alternative regimental doctrines that wouldn't look out of place in the codex.

Please include a bit of regimental background that ties in with your doctrine. Strategems, warlord traits and orders that go with a doctrine and background are also welcome.

Note to Mods: This thread is a little bit background, a little bit dakka fiction, a little bit proposed rules, so I've popped it here in 40KGD. If you think it should be elsewhere, replonk away

And to get us started, here's one from me:

"Yossarian's Kerfufflers"

Hailing from the city Major on the planet Major, Major System, Major subsector, Yossarian's Kerfufflers are afflicted by a strong sense of their own mortality and the futility of war, frequently being known to point out that they don't want to be in the Guard, and that people keep trying to murder them, and that this is not OK. This results in unusually high attrition rates under Commissarial supervision.
Infantry units with the Yossarian's Kerfufflers keyword gain +1 to all cover saves as they work extremely hard to avoid enemy attention, but take 1 extra casualty from each failed morale test as troopers suffer bouts of hypochondria. In addition, any infantry unit with the Yossarian's Kerfufflers keyword that starts a movement phase within 6" of one or more "friendly" Commissars must immediately use their move in order to get at least 6" away from any Commissars, advancing if necessary to achieve this.
Vehicles with the Yossarian's Kerfufflers keyword that are attacked in close combat and are unable to successfully fall back are destroyed on a 4+ as the crew attack each other in a fit of melancholic rage. Vehicles destroyed in this way do not award your opponent any victory points or count toward tactical objectives. They also gain +1 to hit unoccupied terrain features.

Run a whole lot of wfrp and other rpg's, play The Woods and Kill Team, gather and look mournfully at imperial guard knowing I'll never finish enough to use them on the tabletop  
   
Made in gb
Sadistic Inquisitorial Excruciator




'Drop Troops'

All 'Infantry' keyword units in this formation gain deepstrike.
However, this formation may no longer take vehicles that are not sentinels, nor any Ogyrns, Conscripts, Or Tech Priests.


'Light Infantry'

All 'Infantry' keyword units in this formation gain +1 cover in the open, and an additional +1 cover save while in cover and advance d6+1 inches instead of d6.
All infantry models with the light infantry doctrine cost an additional +1 point in matched play.


'Penal Legion'

Penal legion Infantry units may not lose more than one model from failed moral tests. Special characters may not be included in penal legion detachments.
If a charge may be declared, a penal legion unit _must_ declare that charge.

Disclaimer - I am a Games Workshop Shareholder. 
   
Made in gb
Rough Rider with Boomstick





Greater Manchester, UK

AdmiralHalsey wrote:
'Drop Troops'

All 'Infantry' keyword units in this formation gain deepstrike.
However, this formation may no longer take vehicles that are not sentinels, nor any Ogyrns, Conscripts, Or Tech Priests.


'Light Infantry'

All 'Infantry' keyword units in this formation gain +1 cover in the open, and an additional +1 cover save while in cover and advance d6+1 inches instead of d6.
All infantry models with the light infantry doctrine cost an additional +1 point in matched play.


'Penal Legion'

Penal legion Infantry units may not lose more than one model from failed moral tests. Special characters may not be included in penal legion detachments.
If a charge may be declared, a penal legion unit _must_ declare that charge.


Nice, but no fluff? Specific regiment examples? :-D

Run a whole lot of wfrp and other rpg's, play The Woods and Kill Team, gather and look mournfully at imperial guard knowing I'll never finish enough to use them on the tabletop  
   
Made in us
Longtime Dakkanaut







From an earlier attempt to merge *all* Marines into one codex, alongside an edition rewrite.

Rites Of War: Although the vast majority of Chapters adhere to the doctrines laid forth by Gulliman, some Chapters are less dogmatic than others. Likewise, the less-established (and arguably less 'respectable' ) Chapters may be more willing to eschew tradition in their effort to make a name for themselves. At army creation, you must choose several Chapter Traits for your army as follows:

* Select a Major Codex Deviation, two Minor Codex Deviations, or a Renowned Legacy.

* Select a Major Codex Deviation, two Minor Codex Deviations, or a Renowned Legacy.

* Select a Geneseed Mutation or a Renowned Legacy.

* Select a Chapter Controversy or a Renowned Legacy.

* Freebie: Select a Major Codex Deviation, two Minor Codex Deviations, Geneseed Mutation, Chapter Controversy, or Renowned Legacy.

==Chapter Traits==

=Minor Deviations=

Take The Fight To The Enemy: Take The Fight To The Enemy may only be taken once, and the form chosen must be specified at army creation. Each form of Take The Fight To The Enemy lets you select a class Deep Striking units; up to half of your units of that type may elect to be held in Reserve. Write down which squads are being held in reserve, as well as which turn they arrive on (turn 1 or turn 2). They automatically arrive from Reserve on that turn, and the scatter may be rerolled.

* Take The Fight To The Enemy [Descent of Angels]: Units with Jump Packs. (Notable Chapters: Raven Guard, Blood Angels, Doom Eagles)

* Take The Fight To The Enemy [Steel Rain]: Units with Drop Pods. (Notable Chapters: Blood Ravens)

* Take The Fight To The Enemy [Teleportarium Strike]: Units in Terminator Armour. (Notable Chapters: Dark Angels, Imperial Fists, Grey Knights)

Combined Office [X,Y]: Select any two Space Marine Offices. Neither of them may be taken independently, but both are taken together. (Notable Chapters: Space Wolves, Silver Skulls, Iron Hands, White Scars)

Equals Among the First:The following units entries are merged:
-Veteran Tactical Squad, Veteran Assault Squad
-Terminator Tactical Squad, Terminator Assault Squad
-Tactical Dreadnought, Assault Dreadnought.
Any merged unit may use any options and unit specializations of both unit entries.
(Notable Chapters: Dark Angels, Grey Knights, Space Wolves).

No Retreat!: When the game would end due to random Game Length, a player whose chapter has No Retreat may reroll to see if the game continues (Notable Chapters: Imperial Fists, Salamanders).

Superior Firepower: Tactical Squads substitute any option to take a Special Weapon for an option to take a Heavy Weapon, at the normal listed cost. Mutually exclusive with Street Sweepers (Notable Chapters: Astral Claws, Star Phantoms)

Street Sweepers: Tactical Squads substitute any option to take a Heavy Weapon for an option to take a Special Weapon, at the normal listed cost. Mutually Exclusive with Superior Firepower (Notable Chapter: Space Wolves)

Veteran Scouts: Any Scout Squad may be upgraded to Veteran Scouts for +8 points/model, making them an Elites choice; this grants them +2 Weapon Skill, +2 Ballistic Skill, +1 Leadership, and Purity Seals. The Scouts may take 2 Specials in addition to any other options they normally have; this *may* be combined with Armored Berserkers or Armored Neophytes; in this case, all Scout Squads *must* be take the Veteran Scouts upgrade. (Notable Chapters: Dark Angels and Space Wolves, ironically enough).

=Major Deviations=

Apothecary Sergeants: All Tactical and Assault Marine Sergeants are equipped with a Narthecium at +25 points. May not take Apothecary Heroes. This trait may not be taken alongside any Combined Office which affects Apothecaries. (Notable Chapters: Iron Snakes, Red Scorpions).

Armored Spearhead: Any Tactical or Assault Squad may take any transport-capable Land Raider as a dedicated transport at its listed cost; any unit that does this counts as a Super Unit. Chapter may not field Land Raiders as Heavy Support. (Notable Chapters: Aurora Marines, Black Templar, Blood Angels, Storm Wardens).

Armored Berserkers: May not take Scout Neophyte Squads or Scout Biker Squads. Rather, reduce the cost Assault and Bike Squads by 5 points per model; all models in the unit except the Sergeant are WS3/BS3, and gain +1 Rage. May not be taken alongside Trial By Fire. (Notable Chapter: Space Wolves).

Be Swift As The Wind: All Bikers get Move Through Cover and Scout. Bike Squads are Troops. Sternguard/Vanguard have access to Bikes at 5 points/model; this already takes their Well-Provisioned bonus into account. Attack Bikes are Heavy Support and get the full list of Heavy Weapons. May not take Scout Bikers (Notable Chapter: Dark Angels, White Scars).

Trial By Fire: The chapter may not take Scout Squads; rather, any Tactical Squad or Assault Squad without Jump Packs may add Scout Neophytes instead of Tactical Marines, up to the normal squad size limit. May not be taken alongside Armored Berserkers.(Notable Chapters: Black Templars, Iron Snakes)

=Geneseed Mutation=

Battle Trance: All non-vehicle Squads have Fast(2) and Battle Focus, but remove a non-character model at the start of each turn as they succumb to the trance. (Notable Chapter: Mantis Warriors)

Bestial: For every 5 models with Power Armor in a unit, 1 *must* replace all of its wargear except the Power Armor with a pair of Rending Claws. (Notable Chapters: Black Dragons, Space Wolves).

Black Rage: All models receive an automatic level of Rage. (Notable Chapters: Any Blood Angel Chapter).

Heavyweights: A Chapter with the Heavyweight Rule cannot take any Jump Packs or Land Speeders. All Marines receive +1 Toughness, -1 Initiative, and Slow&Purposeful. (Notable Chapters: Salamanders, Sons of Antaeus).

=Chapter Controversy=

Above Regulation: That this chapter is spotty with tracking its numbers is an understatement. Scout, Tactical, and Assault Squads may take up to an additional 10 models; in exchange, the Chapter loses the Combat Squads special rule. (Example Chapters: Astral Claws, Black Templar, Space Wolves).

Beastlords: The chapter is known for riding large monsters, be they giant wolves, carnosaurs, or otherwise. Any Lord or Hero may take a Monstrous Mount at +35 points, granting the model +1 Strength, Toughness, Wounds, and Attack, and changing the model's type to Cavalry. A unit of Vanguard Veterans may choose to take Monstrous Mounts as 10 points/model. A Monstrous Mount cannot be taken alongside a Jump Pack, Bike, or Terminator Armor. (Main example: Space Wolves)

Censured: This chapter has run afoul of its Battle Brothers and the High Lords of Terra for its excessive methods and callous disregard for the Imperial Charter; as such, they've taken to working with more unsavory allies. They may not take Imperial Operatives as mercenaries, but gain access to Scum & Renegades. (Notable Chapters: Astral Claws, Crimson Sabre Loyalists, Knights of Blood, Soul Drinkers)

Exorcism Rites: TBD, but deals with Daemonic stuff. (Notable Chapters: Grey Knights, Exorcists, Relictors)

Proscribed Tech: This Chapter's willingness to use technology that is not derived from holy STCs is unsettling to say the least. This trait cannot be taken with the STC Access Renowned Legacy, due to obviously strained relations between the chapter in question and the AdMech.
-Proscribed Tech [Daemonic]: Fill in here.
-Proscribed Tech [Eldar]: Tactical Marines armed with Heavy Weapons are Relentless. All Frag Grenades and Frag Missiles are replaced with Plasma Missiles. (Notable Chapter: Mentors)
-Proscribed Tech [Tau]: TBD (Notable Chapter: Silver Sharks)

The Flesh Is Weak: Fill in the Details, but this chapter *really* loves its cybernetic augmentations. (Notable Chapters: Iron Hands)

=Renowned Legacies=

Abhor The Witch: All units receive Preferred Enemy (Psykers), and +1 Adamantium Will; the Chapter may not include any models with the Psyker USR. (Notable Chapter: Black Templar).

Bolter Drill: Every Bolt Weapon (including Bolt Pistols and Heavy Bolters) gains +1 Sustained Attack (1) (Notable Chapters: Crimson Fists, Imperial Fists)

Honor Thy Wargear: This chapter is known for its expertise with a particular class of weapon, from maintenance and artifice, to wielding them on the battlefield. Each time you select this trait, choose a specific category of weapon.
-Honor Thy Wargear [Flame]: Flamer Weapons gain +1 Strength. Models normally eligible to take a Plasma Pistol may instead opt for a Hand Flamer, and one Tactical per squad may substitute a Special or Heavy swap for a Heavy Flamer at +10 points. (Notable Chapters: Blood Angels, Salamanders).
-Honor Thy Wargear [Melta]: Melta Weapons gain +1 Strength. Models normally eligible to take a Plasma Pistol may instead opt for a Inferno Pistol, and one Tactical per squad may substitute a Special or Heavy swap for a Multimelta at +10 points. (Notable Chapters: Blood Angels, Salamanders).
-Honor Thy Wargear [Plasma]: Whenever a Plasma Weapon Gets Hot!, the result is discarded on a 3+ rather than a 4+. Any Marine eligible to take a Heavy Weapon may take a Plasma Cannon for +15 points. (Notable Chapter: Dark Angels)

See But Remain Unseen: Models in Power Armor have an additional level of Shrouded on the first turn they start the game, or arrive from reserves on foot. Mutually Exclusive with Take Pride in Your Colors. (Notable Chapters: Raptors, Raven Guard).

STC Access [Centurion Suits]: The Chapter has access to Centurion Suits

STC Access [Grav Weapons]: The Chapter has access to Grav Weapons.

Take Pride In Your Colors: Space Marine Standards have doubled effect. Mutually Exclusive with See But Remain Unseen.

This message was edited 3 times. Last update was at 2017/12/09 17:19:52


 
   
Made in gb
Steady Space Marine Vet Sergeant




England

Unified Military of Gallia

As a nation, the Gallian army is mainly split up into the trained Scions, and a conscript Militia. Their main power does come from the main Scion force, boasting a larger than normal regiment of Scions. Strewn across the surface of Gallia is several high quality Colleges dedicated to the art of the Scion style of warfare, though with one major difference - the defensive tactics that Gallia is known for. Scions are typically used offensively to support massed ranks of Guardsmen, but Gallia is not an offensive Nation. Its government prefer to protect what they have, rather than claiming what is not theirs. For this reason, Gallian strategies have most of their emphasis on defense, utilising Tank Commanders to lead elite infantry into battle, keeping their enemies at bay.

Shields of Gallia: Gallian Tank Commanders may issue orders to units with the [Infantry] and [Tempestus Scions] Keywords like a regular Officer could. In addition, while a friendly Gallian [Tempestus Scions] unit is within either your Deployment Zone or within 6" of a friendly Gallian Tank Commander, you may re-roll To Hit rolls of 1.

Strategem

1CP The Woodland Snare: At the end of any friendly Shooting Phase, pick a friendly Gallian [Tempestus Scions] unit that is within 1" of an enemy model. That unit may immediately make a Fall Back move, and then proceed to make a shooting attack at the unit it was within 1" of.

Please share thoughts. I'm not too sure about how to cost Strategems, so please say if it should be 2CP instead of 1.

This message was edited 1 time. Last update was at 2017/12/09 18:10:47


If you can't believe in yourself, believe in me! Believe in the Dakka who believes in you!  
   
Made in gb
Norn Queen






I found one that was cut from the Matt Ward Codex: Ultramarines:

Roll a D6: If you roll a 1+ you win because you are Ultramarines.
   
Made in us
Longtime Dakkanaut




Central California

Here is my dreamed of fluff/rules for my Amazonian Rough Rider army:

Amazonia is planet of huge steppes and open scrub plains producing an excess of basic agro foodoats, and little else. It was founded by a military expedition a thousand years ago, but due to warp irregularities and pirate activity (including Xenos threats) has rare contact with the rest of the imperium. The planet is metal poor, with the majority of production resulting in bronze era metal, although several modern manufatorums survive on asteroid mining. Its original name was simply an alpha numeric designation, but everyone who knows of it calls it Amazonia for the chemicals in its soil that make all males sterile within a year of life on the planet. This has resulted in a population with highly skewed numbers of females. Most of the planet survives on nomadic herding, and Amazonians can ride before they walk. This reflects in the astra militarum regiments drawn from the steppes, as they contain a high percentage of females, and rough riders.

Rules:
Rough Rider units bought at full strength (10 models) count as troops for force organization. Units bought at less than full strength remain fast attack. One unit of rough riders in the army may be given Heavy armor at a cost of +2 points per model, this unit now counts as elite for force org charts.
Infantry platoons must be purchased a transport, and must start the game within it.
Any model with the "Character" keyword may be purchased a mount for 10 points (this increases their movement to 10", adds 1 cc attack at WS 3 S3)
Amazonian units are highly mobile and rarely fight from static positions. Amazonian vehicle crews are so adept at moving and shooting, they do not suffer the -1 for moving and firing heavy weapons.

Amazonian units are highly mobile, and do not build or believe in static heavy weapons. They may not take heavy weapons squads.
Amazonian units will not ally with Tempestus Scions (the male dominated macho culture of such units have caused problems in the past.

Regimental doctrines/orders:
Amazonian units have their own methods of fighting, and are trained for a slightly different set of orders than regular astra militarum. Replace the First rank fire second rank fire, with the following: Hooves and Spears forward! This order must be used during the movement phase, and can only be issued to units of rough riders (not characters on mounts). This Unit immediately makes a charge. If successful they fight as if they charged. They may also fight in the subsequent CC round, although they do not count as charging.
Rough Rider Units in an Amazonian regiment count as Infantry models for the purpose of receiving orders from officers.

Regimental Doctrines:
Amazonian train from birth on horseback with lances: All roughrider units receive +1 WS, but only on a turn in which they charge
Amazonian units are adept at moving quickly across potential battlefields, and scouting enemy positions.
Redeploy: After both sides have deployed, but before first turn is determined, the Amazonian player may spend 1CP to redeploy a roughrider unit. The unit is removed from the table, and now enters the game from reserve using the flanking rule (it moves onto the table from either of the short edges at the beginning of the movement phase)

There would be my dream codex/whatever. Trying not to be overpowered, and cost is always a guess...anyway, the only thing I worry about is the +1 ws, but to me not really that powerful. (and yes I know, Rough riders only exist in the index...really really sad)

{edit} edited an error in text, and added that RR's are infantry...the old orders don't help roughriders burned me up in index

This message was edited 2 times. Last update was at 2017/12/09 18:57:14


Keeping the hobby side alive!

I never forget the Dakka unit scale is binary: Units are either OP or Garbage. 
   
Made in ca
Fresh-Faced New User




Here's my custom Dogmas for my Ad Mech army if anyone is interested in some imaginary Mechanicum traits.

I've done my best here to create dogma/strategums that utilize my favorite unit, which also happens to be one of the Ad Mech's worst selections, and make then usable - at least in a narrative game.

Mini-Background;

Forge World Aequitas has very little in the way of war machines, hosting only a minimal amount of Vanguards and Rangers, and even less Onagers, Kastelan, and other Vehicles. This is due to their increasing reliance on a nearby Knight Household, the Knights in Chains, to fight their battles for them. What Aequitas does have however, is a seemingly endless supply of Skitarri Ruststalkers.

Dogma;
AEQUITAS: ENDLESS SKITTERING
The armies of Aequitas can never be said to march to war. Rather, what proceeds the towering Knights accompanying them is the pulsating buzz of transonic blades, the the erratic skittering of Ruststalkers.

During Deployment, you must set up all friendly Aequitas Ruststalker units in reserves. At the end of any of your Movement phases, set up these units anywhere on the battlefield that is more than D6+3" away from any enemy models. Roll individually for each unit. For example, if you roll a 4, the unit can be set up anywhere that is more than 7" away from any enemy model.

Additionally, each time a model in a friendly Aequitas Ruststalker unit loses a wound, roll a D6; on a roll of 5 or 6, the model does not lose that wound.


Strategem;
AEQUITAS: RESONANCE ACHIEVED; 1CP
Transonic weaponry takes time to attune to an opponents resonant frequency. However, when they do, they quickly and effortlessly slice through armor, muscle, and bone.

When this strategem is activated, select a friendly Aequitas Ruststalker unit. If that unit is equipped with Transonic Razors and Chordclaws, add -1AP to any attacks made with the Razor for until the end of turn. If the unit is equipped with Transonic Blades, add -2AP to any attacks made by the Blades until the end of turn.
   
 
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