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''In this dark and terrible age, the Imperium of Mankind is beset upon all sides by threats beyond counting. It is the duty of the Imperial Guard to hold back this endless tide of foes. No matter how many lives victory may cost, an Imperial Guard army will eventually grind their foe to a bloody pulp. This book recounts the history of the Imperial Guard, from their brutal inception amid the blood and horror of the Horus Heresy, through ten thousand years of selfless sacrifice and constant warfare. Take command of this mighty multitude, and you fight in defence of the Imperium itself – but remember, victory in the Emperor’s name justifies any sacrifice, for a dutiful death is its own reward...''
''In this dark and terrible age, the Imperium of Mankind is beset upon all sides by threats beyond counting. It is the duty of the Imperial Guard to hold back this endless tide of foes. No matter how many lives victory may cost, an Imperial Guard army will eventually grind their foe to a bloody pulp. This book recounts the history of the Imperial Guard, from their brutal inception amid the blood and horror of the Horus Heresy, through ten thousand years of selfless sacrifice and constant warfare. Take command of this mighty multitude, and you fight in defence of the Imperium itself – but remember, victory in the Emperor’s name justifies any sacrifice, for a dutiful death is its own reward...''
* [[IMPERIAL GUARD WARGEAR]]
* [[IMPERIAL GUARD DATASHEETS]]
* [[IMPERIAL GUARD UNIVERSAL SPECIAL RULES]]
[[File:IGart.png|thumb|The Imperial Guard are humanities brave and valorous defenders, a bulwark against the foes in the 41st Milennium.]]
[[File:IGart.png|thumb|The Imperial Guard are humanities brave and valorous defenders, a bulwark against the foes in the 41st Milennium.]]


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== List of Individual Imperial Guard Regiments in Eternum ==
== List of Individual Imperial Guard Regiments in Eternum ==
[[812th Tetuanis Greyhounds]]


* [[812th Tetuanis Greyhounds]]


 
== Faction Rules ==
= IMPERIAL GUARD SPECIAL RULES =


=== Grinding Advance ===
=== Grinding Advance ===
Line 23: Line 27:


An officer can attempt to issue an order provided he is not locked in combat, embarked in a vehicle or building, falling back, or has gone to ground. Issuing an order does not prevent the officer’s unit from acting (shooting, Running etc.) later in that phase.
An officer can attempt to issue an order provided he is not locked in combat, embarked in a vehicle or building, falling back, or has gone to ground. Issuing an order does not prevent the officer’s unit from acting (shooting, Running etc.) later in that phase.
 
{| class="wikitable"
'''Issuing an Order'''
|+
 
!
To issue an order, declare the order your officer is attempting to issue and select a single friendly non-vehicle unit from Codex: Astra Militarum that is within 12" of the officer – this can be the officer’s own unit if you wish. We call this unit the ‘ordered unit’. The ordered unit must then take a Leadership test to see if the order has been understood and acted upon. If the test is passed, the order takes effect as specified in its description.
|}
{| class="wikitable"
|+
!
===== '''Issuing an Order''' =====
To issue an order, declare the order your officer is attempting to issue and select a single friendly non-vehicle unit that is within 12" of the officer – this can be the officer’s own unit if you wish. We call this unit the ‘ordered unit’. The ordered unit must then take a Leadership test to see if the order has been understood and acted upon. If the test is passed, the order takes effect as specified in its description.


If the test is failed, the order does not take effect.
If the test is failed, the order does not take effect.
Line 36: Line 45:
'''Incompetent Command'''
'''Incompetent Command'''


If a double 6 is rolled for the ordered unit’s Leadership test, the order does not take effect, and no further orders can be issued, by any officer, for the remainder of this turn.
* If a double 6 is rolled for the ordered unit’s Leadership test, the order does not take effect, and no further orders can be issued, by any officer, for the remainder of this turn.


'''Inspired Tactics'''
'''Inspired Tactics'''


If a double 1 is rolled for the ordered unit’s Leadership test, once the order has been resolved all further orders issued, by any officer, are automatically successful for the remainder of this turn.
* If a double 1 is rolled for the ordered unit’s Leadership test, once the order has been resolved all further orders issued, by any officer, are automatically successful for the remainder of this turn.
|}


=== Astra Militarum Orders ===
=== Astra Militarum Orders ===
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|Enemy war machines and alien monstrosities are equally high priority targets for the commanders of the Imperial Guard.
|Enemy war machines and alien monstrosities are equally high priority targets for the commanders of the Imperial Guard.
|}
|}
‘Bring it Down!’ can only be issued by a model with the Senior Officer special rule. The ordered unit must make a shooting attack. When resolving this shooting attack, all models in the ordered unit have the Tank Hunters and Monster Hunter keywords.
 
* ‘Bring it Down!’ can only be issued by a model with the Senior Officer special rule. The ordered unit must make a shooting attack. When resolving this shooting attack, all models in the ordered unit have the Tank Hunters and Monster Hunter keywords.


==== ‘Fire on my Target!’ ====
==== ‘Fire on my Target!’ ====
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|Assisted by targeting matrices or just a good pair of magnoculars, the officer gives his men the coordinates for a pinpoint fusillade.
|Assisted by targeting matrices or just a good pair of magnoculars, the officer gives his men the coordinates for a pinpoint fusillade.
|}
|}
‘Fire on my Target!’ can only be issued by a model with the Senior Officer special rule. The ordered unit must make a shooting attack. When resolving this shooting attack, all weapons in the ordered unit have the Ignores Cover keyword.
 
* ‘Fire on my Target!’ can only be issued by a model with the Senior Officer special rule. The ordered unit must make a shooting attack. When resolving this shooting attack, all weapons in the ordered unit have the Ignores Cover keyword.


==== ‘First Rank, Fire! Second Rank, Fire!’ ====
==== ‘First Rank, Fire! Second Rank, Fire!’ ====
Line 60: Line 72:
|The Guardsmen pour a fusillade of lasgun fire into the enemy to the tempo of the officer’s bellowed commands.
|The Guardsmen pour a fusillade of lasgun fire into the enemy to the tempo of the officer’s bellowed commands.
|}
|}
All lasguns and all hot-shot lasguns in the ordered unit change their Type to Rapid Fire 2 until the end of the phase.
 
* All lasguns and all hot-shot lasguns in the ordered unit change their Type to Rapid Fire 2 until the end of the phase.


==== ‘Forwards, for the Emperor!’ ====
==== ‘Forwards, for the Emperor!’ ====
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|The officer commands his men to grit their teeth, open fire and advance towards the enemy’s lines.
|The officer commands his men to grit their teeth, open fire and advance towards the enemy’s lines.
|}
|}
The ordered unit can shoot this phase even if it Advanced in its Movement phase.
 
* The ordered unit can shoot this phase even if it Advanced in its Movement phase.


==== ‘Get Back in the Fight!’ ====
==== ‘Get Back in the Fight!’ ====
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|More afraid of death by summary execution than of the foe, the fleeing squad steels themselves for more.
|More afraid of death by summary execution than of the foe, the fleeing squad steels themselves for more.
|}
|}
‘Get Back in the Fight!’ can only be issued by a model with the Senior Officer special rule. Unlike other orders, ‘Get Back in the Fight!’ can only be issued to a unit that is Battleshocked or that has gone to ground. The ordered unit immediately regroups if Battleshocked, but it does not make a 3" move. If the unit has gone to ground, the effects of going to ground are immediately cancelled instead. In either case, the ordered unit can act (shoot, run, charge etc.) normally for the remainder of the turn.
 
* ‘Get Back in the Fight!’ can only be issued by a model with the Senior Officer special rule. Unlike other orders, ‘Get Back in the Fight!’ can only be issued to a unit that is Battleshocked or that has gone to ground. The ordered unit immediately regroups if Battleshocked, but it does not make a 3" move. If the unit has gone to ground, the effects of going to ground are immediately cancelled instead. In either case, the ordered unit can act (shoot, run, charge etc.) normally for the remainder of the turn.


==== ‘Move! Move! Move!’ ====
==== ‘Move! Move! Move!’ ====
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|The officer exhorts his troops to sprint towards their objective, be it a point of strategic importance or shelter from incoming enemy fire. Heads down and lasguns held close, the squad dash across the battlefield with all possible haste.
|The officer exhorts his troops to sprint towards their objective, be it a point of strategic importance or shelter from incoming enemy fire. Heads down and lasguns held close, the squad dash across the battlefield with all possible haste.
|}
|}
Instead of shooting this phase the ordered unit immediately moves as if it were the Movement phase and must Advance as part of this move. When determining how far the unit Advanced, roll three dice and use the highest result.
 
* Instead of shooting this phase the ordered unit immediately moves as if it were the Movement phase and must Advance as part of this move. When determining how far the unit Advanced, roll three dice and use the highest result.


==== ‘Smite at Will!’ ====
==== ‘Smite at Will!’ ====
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|The officer gives his men free rein to fire their weapons when and where their shots will be most effective.
|The officer gives his men free rein to fire their weapons when and where their shots will be most effective.
|}
|}
The ordered unit must make a shooting attack. When resolving this shooting attack, the ordered unit has the Split Fire keyword.
 
* The ordered unit receives the Split Fire keyword for the subsequent shooting phase.


==== ‘Suppressive Fire!’ ====
==== ‘Suppressive Fire!’ ====
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|The officer exhorts his troops to rain fire upon the foe, forcing the enemy to keep their heads down lest they lose them altogether.
|The officer exhorts his troops to rain fire upon the foe, forcing the enemy to keep their heads down lest they lose them altogether.
|}
|}
The ordered unit must make a shooting attack. When resolving this shooting attack, all weapons in the ordered unit have the Pinning keyword.
 
* The ordered unit has the Pinning keyword on their ranged weapons in the subsequent shooting phase.


==== ‘Take Aim!’ ====
==== ‘Take Aim!’ ====
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|Aiming carefully, the officer bids his men steady themselves and recall page one hundred and nine of the Imperial Infantryman’s Uplifting Primer – the Litany of Accuracy.
|Aiming carefully, the officer bids his men steady themselves and recall page one hundred and nine of the Imperial Infantryman’s Uplifting Primer – the Litany of Accuracy.
|}
|}
The ordered unit must make a shooting attack. When resolving this shooting attack, all models in the ordered unit have the Precision Shot keyword.
 
* The ordered unit must make a shooting attack. When resolving this shooting attack, all models in the ordered unit have the Precision Shot keyword.


== Regimental Doctrines ==
== Regimental Doctrines ==
Each Astra Militarum regiment has its own distinct traditions, training regimes, tactics and methods of waging war.


If your army is Battle-forged, all units in an ASTRA MILITARUM Detachment gain a Regimental Doctrine, so long as every unit in that Detachment is drawn from the same regiment. The Regimental Doctrine gained depends upon the regiment they are drawn from, as shown below. For example, a CADIAN unit with the Regimental Doctrines ability gains the Born Soldiers doctrine.
Regimental Doctrines represent the varied traditions, tactics, equipment and experience of Astra Militarum regiments. To reflect this, you can create your own Regimental Doctrine for your army. To do so, select two of the doctrines from those listed here; these two doctrines combined become your army’s Regimental Doctrine, and all Astra Militarum units in '''ASTRA''' '''MLITARUM''' Detachments in your army have that Regimental Doctrine. Write down the doctrines you selected on your army roster.


If your chosen regiment does not have an associated Regimental Doctrine, you may pick the doctrine that you feel best represents your army. For example, as your army of Ventrillian Nobles does not have an associated Regimental Doctrine, you can decide that the Vostroyan Heirloom Weapons doctrine best suits these wealthy and well-equipped fighters.
[[Regimental Doctrines]]


=== Armageddon: Industrial Efficiency ===
== Imperial Guard Warlord Traits ==
''To the Steel Legions of Armageddon, the pitiless mathematics of industrialised slaughter have become a grim fact of life. One by one, their foes are butchered with dispassionate efficiency.''
When generating his Warlord Traits, an Astra Militarum Warlord may either roll on one of the Warlord Traits tables in the Warhammer 40,000 rulebook, or instead roll on the table below. Note that if your Warlord is a Tank Commander, he must roll a D3 on the table below instead of a D6 – he can never roll on any other Warlord Traits table.
INFANTRY units with this doctrine may double the number of attacks they make with Rapid Fire weapons at a range of up to 18", rather than half the weapon’s range as normal. VEHICLES with this doctrine treat attacks against them with an AP of 2 as having AP 3.
{| class="wikitable"
|'''D6'''
|'''Trait'''
|-
|1
|Grand Strategist - Nominate D3 units in your primary detachment. These units gain the Outflank special rule.
|-
|2
|Old Grudges - During Deployment, before deploying Infiltrators and before Scouts deploy, choose one Faction. The Warlord and his unit have the Preferred Enemy against all enemy units chosen from that faction.
|-
|3
|Draconian Disciplinarian - Friendly Astra Militarum units within 12” of the Warlord do not take Morale Tests for suffering 25% or more casualties.
|-
|4
|Implacable Determination - The Warlord and his unit have the Relentless special rule.
|-
|5
|Bellowing Voice - Your Warlord has the Voice of Command special rule. If your Warlord already has the Voice of Command, he can issue orders to friendly units within 18” of him.
|-
|6
|Master of Command - Your Warlord has the Voice of Command special rule. If your Warlord already has the Voice of Command, he can issue one additional order per turn.
|}


=== Cadian: Born Soldiers ===
== Imperial Guard Relics [Heirlooms of Conquest] ==
''Cadians are raised from birth to fight the Imperium’s endless wars. Decades of rigorous firing drills have forged them into expert sharp-shooters.''
''The sacred relics of the Imperial Guard are items of incredible rarity. Only one of each of the following items may be chosen per army – there is only one of each of these items in the galaxy!''
Re-roll hit rolls of 1 in the Shooting phase for units with this doctrine if they did not move in the previous Movement phase. If an INFANTRY unit with this doctrine is issued the ‘Take Aim!’ order and it did not move in the previous Movement phase, re-roll all failed hit rolls for the unit until the end of the phase instead.


=== Catachan: Brutal Strength ===
Only one of each heirloom may be taken per army.
''In the deadly jungles of Catachan, only the strongest survive. The sons and daughters of this death world are ferocious warriors, taller and more powerful than typical humans.''
=== Bale Eye ===
INFANTRY units with this doctrine add 1 to their Strength characteristic. In addition, they can add 1 to their Leadership characteristic if they are within 6" of a friendly CATACHAN OFFICER. Each time a VEHICLE with this doctrine fires a ranged weapon that makes a random number of attacks (e.g. Heavy D6, Heavy 2D6 etc.) you can re-roll one of the dice used to determine the number of attacks made.
{| class="wikitable"
|The Orks of Armageddon believed that Old Man Yarrick could kill with but a glance, a superstition that the Commissar was keen to exploit to his advantage. The forbidding bale eye implanted in place of his own can project a powerful short-range blast of laser energy that will core out an opponent’s skull at ten paces.
|}
The Bale Eye can be used in the Shooting phase in addition to firing another weapon.
{| class="wikitable"
|'''Range'''
|'''S'''
|'''AP'''
|'''Type'''
|-
|6"
|3
|3
|Pistol
|}
----


=== Militarum Tempestus: Storm Troopers ===
=== Kurov’s Aquila ===
''The warriors of the Militarum Tempestus are the best of the best, merciless killers trained to obliterate their foes in a pinpoint fusillade of hot-shot las rounds.''
{| class="wikitable"
If a model with this doctrine is shooting a target at half range or less, it can make an extra shot with the same weapon, at the same target, for each hit roll of 6+ you make for that model. These extra shots do not themselves generate any more additional shots.
|General Kurov was one of the most gifted officers in Imperial history. Upon retirement, he recorded dozens of tactical treatises that were translated into voxghosts by the Adeptus Mechanicus and uploaded into a two-headed avian servitor referred to as ‘Kurov’s Aquila’. A senior officer who possesses this prestigious tool can turn to it for tactical guidance, addressing his questions to the hunched machine-bird. In response, the servitor’s blindfolded head will vocalise the most relevant vox-ghost in Kurov’s stentorian tones. The other head’s eyes glow above its bound-shut beak as they project a hololithic display of Kurov himself, arms folded and dress uniform immaculate, his imago flickering as it reveals the secrets of the foe.
|}
The officer, and all friendly units from Codex: Astra Militarum within 6", have the Preferred Enemy special rule. In addition, the bearer may re-roll a single failed Leadership test per turn.
----


=== Mordian: Parade Drill ===
=== Payback ===
''Mordian regiments are proud, unyielding soldiers. They fight and die facing the enemy, standing tall in ordered ranks and unleashing a devastating fusillade of las-fire.''
{| class="wikitable"
If the base of every model in an INFANTRY unit with this doctrine is touching the base of at least one other model from the same unit, the unit has +1 Leadership and you can add 1 to hit rolls made for models in that unit when firing Overwatch. You can add 1 to hit rolls made for VEHICLES with this doctrine when firing Overwatch if they are within 3" of one or more other friendly MORDIAN VEHICLES.
|Sergeant Harker’s favourite heavy bolter, ‘Payback’, has served him well in countless hostile war zones.
|}
{| class="wikitable"
|'''Range'''
|'''S'''
|'''AP'''
|'''Type'''
|-
|36"
|5
|4
|Heavy 3, Rending
|}
----


=== Tallarn: Swift as the Wind ===
=== Power Field ===
''Masters of the lightning ambush, Tallarn warriors strike with overwhelming force before swiftly fading into the wilderness as if they were never there at all.''
{| class="wikitable"
INFANTRY units with this doctrine can Advance and still shoot any weapon type (except Heavy weapons). When they do so, they do not suffer the usual penalties to hit rolls for Assault weapons. VEHICLES with this doctrine can fire one additional weapon at full BS if moving.
|Yarrick is protected by a thrumming power field, a potent personal shield generator that bleeds the force from incoming attacks amid crackling skeins of golden lightning until it stops them altogether.
|}
The Power Field gives Yarrick a 4+ invulnerable save.
----


=== Valhallan: Grim Demeanour ===
=== The Blade of Conquest ===
''Possessed of a grim fatalism regarding the prospect of death, Valhallan Ice Warriors will march unflinchingly into the most hellish of firestorms.''
{| class="wikitable"
INFANTRY units with this doctrine have +1 Leadership. OFFICER units issuing orders ignore the effects of "Incompetent Command."
|The greatest Imperial Guard commander ever to bestride the stars, Warmaster Solar Macharius reclaimed a thousand worlds for the Emperor. Upon his death he was enshrined as a saint; the six ornate blades of his subordinate generals laid upon the altar to his glory. Only one of these weapons has been reclaimed to active service. The Blade of Conquest is a beautiful example of bladesmithing, but its true worth lies in the authority it symbolises. Any man who wields this sword can light a righteous fire in the hearts of his men, for they fight in the shadow of Saint Solar himself.
|}
{| class="wikitable"
|'''Range'''
|'''S'''
|'''AP'''
|'''Type'''
|-
| -
| +1
|3
|Melee, Master-crafted
|}
----


=== Vostroyan: Heirloom Weapons ===
=== The Deathmask of Ollanius ===
''Each and every Vostroyan weapon is lovingly hand-crafted and engraved with intricate ornamental detail. These are no artisanal trinkets, however, as victims of their deadly accurate firepower will attest.''
{| class="wikitable"
Units with this doctrine can add 6" to the maximum range of Heavy or Rapid Fire weapons they fire which would normally have a range of 24" or more.
|Ollanius the Pious is the epitome of Imperial sainthood, believed martyred at the hands of Horus himself. In the millennia since his passing, Ollanius’ deathmask has been revered as a holy relic; whosoever wears this ancient artefact is granted the determination and endurance of the famous martyr himself. The mask is a terrifying piece of craftsmanship, depicting in obsidian and void-fired bronze the agonised visage of a tortured angel. It is said that, in the presence of traitors, the Deathmask will weep tears of blood.
|}
The bearer of the Deathmask of Ollanius gains a 4+ invulnerable save, and has the It Will Not Die and Fear special rules.
----
----


== Custom Regimental Doctrines ==
=== The Emperor’s Benediction ===
''Every planet in the Imperium raises regiments for the Astra Militarum. Each world’s troops have their own distinct traditions, training regimes, tactics and preferred methods of waging war. Even regiments from the same planet can vary, and the rules below will help you develop your own unique fighting force.''
{| class="wikitable"
Codex: Astra Militarum describes how the Regiment can be substituted with the name of your chosen regiment, as well as describing the abilities that units in ASTRA MILITARUM Detachments gain. One of these abilities is Regimental Doctrines. If your chosen regiment does not have an associated Regimental Doctrine in Codex: Astra Militarum, you can create its Regimental Doctrine by selecting two rules from the following list:
|Wielded by a succession of brutal, uncompromising Commissars, this masterwork bolt pistol is feared by all. Its elementary but bloodthirsty machine spirit has been blamed for a series of unfortunate ‘accidents’ on the field of battle. In spite of this, the Officio Prefectus view the Emperor’s Benediction as an artefact of some distinction – some say that it can taste cowardice even before the reprehensible act has been committed.
|}
{| class="wikitable"
|'''Range'''
|'''S'''
|'''AP'''
|'''Type'''
|-
|12"
|5
|4
|Pistol, Precision Shot, Master-crafted
|}
----


=== Agile Warriors ===
=== The Laurels of Command ===
''The soldier is the most deadly weapon of all in the eyes of some Astra Militarum regiments, whose rigorous training regimens place an emphasis on forward assault.''
{| class="wikitable"
When an INFANTRY unit with this doctrine Advances, you can re-roll the Advance roll.
|The Laurels of Command are a callous and controversial means to ensure obedience. Concealed within their peerless artistry is a band of empathic-impulsion circuitry which allows the wearer limited control over the minds of indoctrinated individuals via subliminal suggestion. Under their effects even cowards fight to the last, while orders are executed in perfect synchronisation. However, if the officer wearing the Laurels is slain, the echoes of his death can leave his subordinates reeling in confusion.
|}
Whenever a friendly unit from Codex: Astra Militarum within 6" of the bearer is required to take a Morale check, the bearer of the Laurels may choose whether they pass or fail.
----


=== Combined Auspex ===
=== The Tactical Auto-Reliquary of Tyberius ===
''The vehicles of this regiment share auspex readings to best track and target charging enemies, protecting their comrades from harm.''
{| class="wikitable"
When resolving an Overwatch attack made by a VEHICLE model with this doctrine whilst within 3" of another friendly VEHICLE unit, a hit roll of 5+ scores a hit.
|Built into the gold-chased skull of Lord Commander Lucellin Tyberius himself, this device contains a web of psycho-circuitry containing Tyberius’ memory engrams and tactical acumen – and with it, his curmudgeonly and overbearing personality. Borne aloft by its own gravitic motors, the device observes and evaluates an officer’s decisions. The moment it considers an order poorly chosen, the skull cuts into the vox and loudly overrides its exasperated owner. In imperious, static-laden tones, the auto-reliquary will countermand the officer’s orders and issue a barrage of its own from Tyberius’ store of tactical insights.
|}
When rolling Leadership tests for orders issued by an officer with the Tactical Auto-Reliquary, any successful Leadership test that results in a double will count as Inspired Tactics. However, if you roll a double 1 while using the Tactical Auto-Reliquary, you still benefit from Inspired Tactics, though the officer has ‘accidentally’ shut the device out of the vox network – it may no longer be used this game.
----


=== Disciplined Shooters ===
=== Envenomed Blade ===
''There are few skills more explicitly soldierly than that of marksmanship. Having spent countless hours on ranges, the warriors of this regiment have honed their skills with all manner of weapons to ensure controlled fire even in the harshest battlefield conditions. Remaining calm under immense pressure, these soldiers are capable of pouring vast quantities of accurate fire on enemies that draw close enough, demonstrating impressive clarity of thought.''
{| class="wikitable"
When an INFANTRY model with this doctrine shoots with a Rapid Fire weapon against a unit that is within 18", double the number of attacks that weapon makes, rather than following the normal rules for Rapid Fire weapons.
|Marbo carries a large Catachan knife coated with deadly toxins.
|}
{| class="wikitable"
|'''Range'''
|'''S'''
|'''AP'''
|'''Type'''
|-
| -
|User
| -
|Melee, Poisoned (2+)
|}
----


=== Fire from the Hip ===
=== Ripper Pistol ===
''Some regiments develop sophisticated mobile warfare tactics, specialising in rapid assaults and flexible defences. Their soldiers learn to fire accurately on the move, and are able to pour suppressing fire on the enemy even whilst rushing from cover to cover.''
{| class="wikitable"
INFANTRY models with this doctrine can shoot Rapid Fire weapons they are equipped with even if they Advanced, but when resolving such an attack, subtract 1 from the hit roll.
|Loaded with armour-piercing, envenomed rounds, Marbo’s ripper pistol is the final word in terminal close encounters.
 
|}
=== Gunnery Experts ===
{| class="wikitable"
''The troops of some Astra Militarum armoured regiments spend countless weeks drilling with their vehicles’ weapons, ensuring every reload is swift and precise even when the crew are under immense pressure.''
|'''Range'''
When you roll to determine the Type characteristic of any weapon a VEHICLE model with this doctrine is equipped with, you can re-roll one of the dice.
|'''S'''
 
|'''AP'''
=== Jury-rigged Repairs ===
|'''Type'''
''Last minute vehicle tune-ups before a battle can stop a track breaking or a weapon misfiring in combat, but the ability to repair damage mid-battle can be the difference between life and death, and many Astra Militarum vehicle crews are drilled in these vital skills.''
|-
At the start of your turn, roll one D6 for each VEHICLE model from your army with this doctrine that has lost any wounds. On a 2-4 that model regains 1 lost HP. On a 5+ that model regains up to D3 HP.
|12"
 
|X
=== Lords’ Approval ===
|3
''Hailing from a world where being seen to fight well in the eyes of one’s betters means social advancement, soldiers of this regiment fight hard in the presence of their officers.''
|Pistol, Sniper
When resolving an attack made with a melee weapon by a INFANTRY model with this doctrine whilst within 9" of a friendly OFFICER model, improve the Armour Penetration characteristic of that weapon by 1 for that attack (e.g. AP 5 becomes AP 4).
|}
 
[[Category:Imperial Guard Rules]]
=== Monster Hunters ===
T''he million worlds of the Imperium crawl with myriad deadly xenofauna, and some human populations have become adept at hunting such creatures. When regiments of soldiers are raised from these worlds, their monsterhunting skills prove hugely valuable in battle.''
When resolving an attack made with a ranged weapon by a model with this doctrine against a MONSTEROUS CREATURE unit, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.
 
=== Pyromaniacs ===
There are few better ways of scouring a foe from a world than with torrents of burning promethium. Some regiments embrace this fact, mastering the use of flamer weapons and upgrading them with increased power.
When resolving an attack made with a flamer, heavy flamer or twin heavy flamer by a model with this doctrine, you can re-roll a wound roll of 1.
 
=== Slum Fighters ===
Across the Imperium, billions of its citizens live in untold squalor, in places where might is right and violence is a way of life. Such hardship breeds brutal soldiers who fight as fiercely against the enemies of Mankind as they once did against rival gangs.
When resolving an attack made with a melee weapon by an INFANTRY model with this doctrine, an unmodified hit roll of 6 scores 1 additional hit.
 
=== Spotter Details ===
Drawing on extensive training, the gunners and spotters of this regiment form extremely effective partnerships that can have devastating consequences for the enemy.
Add 6" to the Range characteristic of Heavy weapons with a range of at least 24" that models with this doctrine are equipped with.
 
=== Wilderness Survivors ===
Many peoples of the Imperium dwell in harsh wildlands, becoming experts in tracking and camouflage. The Astra Militarum puts these hard-earned skills to great use.
When resolving an attack made with a ranged weapon against an INFANTRY unit with this doctrine, if that unit did not Advance in its previous Movement phase, it is treated as receiving the benefit of cover to its saving throws.