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| == Regimental Doctrines == | | == Regimental Doctrines == |
| Each Astra Militarum regiment has its own distinct traditions, training regimes, tactics and methods of waging war.
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| 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. |
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| 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.
| | === Mechanised Infantry === |
| | ''The infantry squads of this regiment have been ceaselessly drilled in disembarkation assaults. Prepared to pile out the moment the hatches slam open - even as their transport is still moving - their footing and aim is sure enough to fire a deadly volley.'' |
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| === Armageddon: Industrial Efficiency ===
| | * Units with this doctrine can disembark from a '''TRANSPORT''' vehicle (excluding '''FLYER''' models) after that model has made a Normal Move, but if they do so, such units cannot be selected to move again this phase (though they still count as having moved) and neither they nor that '''TRANSPORT''' model are eligible to declare a charge this turn. |
| ''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.'' | |
| 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.
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| === Cadian: Born Soldiers === | | === Parade Drill === |
| ''Cadians are raised from birth to fight the Imperium’s endless wars. Decades of rigorous firing drills have forged them into expert sharp-shooters.'' | | ''This regiment’s unyielding soldiers fight and die facing the enemy, a virtue made famous by many of Mordian’s proud formations. Standing tall in ordered ranks, they unleash a devastating fusillade of las-fire.'' |
| 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.
| | If a unit with this doctrine Remained Stationary in your Movement phase, then until the end of your next Shooting phase, change the Type characteristic of lasguns and hot-shot lasguns models in that unit are equipped with to Heavy 2. |
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| === Catachan: Brutal Strength === | | === Armoured Superiority === |
| ''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.'' | | ''The crews of this regiment’s war machines have been instructed in battlefield dominance and are skilled in using their iron steeds to scatter lesser enemies.'' |
| 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.
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| === Militarum Tempestus: Storm Troopers ===
| | * '''SENTINEL''' models with this doctrine count as 3 models each when determining control of an objective marker. |
| ''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.'' | | * '''TITANIC''' models with this doctrine count as 10 models each when determining control of an objective marker. |
| 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.
| | * All other '''VEHICLE''' models with this doctrine count as 5 models each when determining control of an objective marker. |
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| === Mordian: Parade Drill === | | === Blitz Division === |
| ''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.'' | | ''This regiment’s vehicle crews are well-practised in blitzkrieg manoeuvres, swiftly encircling enemy positions before breaking through their flanks with a roar of engines.'' |
| 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.
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| === Tallarn: Swift as the Wind ===
| | * When placing units with this doctrine into Strategic Reserves, halve their combined Points when determining the number units you can place into reserves. |
| ''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.'' | | * In the second battle round, each time you set up a '''VEHICLE''' unit (excluding '''SENTINEL''' units) with this doctrine from Strategic Reserves, it is considered to be the third battle round for the purposes of determining where that unit can be set up. |
| 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.
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| === Valhallan: Grim Demeanour === | | === Expert Bombardiers === |
| ''Possessed of a grim fatalism regarding the prospect of death, Valhallan Ice Warriors will march unflinchingly into the most hellish of firestorms.'' | | ''Skilled in coordinating their targeting with forward spotter elements, this regiments artillery crews are capable of devastating precision shelling.'' |
| INFANTRY units with this doctrine have +1 Leadership. OFFICER units issuing orders ignore the effects of "Incompetent Command."
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| === Vostroyan: Heirloom Weapons ===
| | * Each time a Wyvern, Manticore, or Basilisk model with this doctrine makes a ranged attack, if the target of that attack is within 12" of and visible to a friendly '''VOX-CASTER''' or '''SENTINEL''' unit, add 1 to that attack’s hit roll. |
| ''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.''
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| 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.
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| == Custom Regimental Doctrines == | | === Heirloom Weapons === |
| ''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.'' | | ''This regiment has been issued with handcrafted weapons engraved with intricate ornamental detail, redolent of those borne by the Firstborn of Vostroya. These are no artisanal trinkets, however, as the corpses of their many victims attest.'' |
| 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:
| | Add 4" to the Range characteristic of all ranged weapons (excluding Relics) models with this doctrine are equipped with. |
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| === Agile Warriors === | | === Recon Operators === |
| ''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.'' | | ''Adept infiltrators or swift vanguard skirmishers, this regiment’s infantry range ahead of the front lines alongside swifter elements, tackling the enemy without warning and reporting observations to Imperial command.'' |
| When an INFANTRY unit with this doctrine Advances, you can re-roll the Advance roll.
| | At the start of the first battle round, before the first turn begins, '''INFANTRY''', '''CAVALRY''' and '''SENTINEL''' units with this doctrine that start the battle wholly within your deployment zone can make a Normal Move of up to 6". They cannot end this move within 9" of the enemy deployment zone or any enemy models. |
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| === Combined Auspex === | | === Trophy Hunters === |
| ''The vehicles of this regiment share auspex readings to best track and target charging enemies, protecting their comrades from harm.'' | | ''Whether through being trained in anti-armour countermeasures, equipped with upgraded wargear or hailing from worlds rich in predatory carnivores, these soldiers are especially adept at hunting down the foe’s hulking behemoths.'' |
| 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.
| | You cannot select this doctrine if you have selected any other doctrine, and if you select this doctrine you cannot select a second. Each time a model with this doctrine makes an attack against a '''MONSTER''' or '''VEHICLE''' unit, add 1 to the Strength characteristic of that attack. |
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| === Disciplined Shooters === | | === Grim Demeanour === |
| ''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.'' | | ''This regiment’s soldiers, akin to many of those hailing from icy Valhalla, are possessed of a grim fatalism at the prospect of death, and will march unflinchingly into the most hellish of firestorms.'' |
| 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.
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| === Fire from the Hip ===
| | * Add 1 to the Leadership characteristic of models in this detachment. Each time a LD test is made for a unit in this Regiment, you can ignore any and all penalties to Leadership. |
| ''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.''
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| 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.
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| === Gunnery Experts === | | === Brutal Strength === |
| ''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.'' | | ''Ferocious warrior-soldiers exist in a number of regiments. Some hail from death worlds, such as Catachan with its deadly jungles; others may be cut-throats of a penal regiment, former hive world gangers, once-ordinary soldiers issued with psychoactive stimulants or thickly muscled survivors of a long campaign, able to effortlessly haul heavy guns into new firing positions.'' |
| 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.
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| === Jury-rigged Repairs ===
| | * '''INFANTRY''' models with this doctrine do not suffer the penalty to hit rolls incurred for firing Heavy weapons in the same turn that their unit has moved. |
| ''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.'' | | * Each time an '''INFANTRY''' unit with this doctrine fights, if it made a charge move, was charged, or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Strength characteristic of models in that unit. |
| 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.
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| === Lords’ Approval === | | === Veteran Guerrillas === |
| ''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.'' | | ''This regiment fought for years through dense war zones harbouring foes in every shadow. Their infantry and most nimble vehicles are keen-eyed stalkers, able to spot lurking enemies amidst tangled ruins or heavy jungles.'' |
| 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).
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| === Monster Hunters ===
| | * Each time an '''INFANTRY''' or '''SENTINEL''' model with this doctrine makes an attack that targets a unit within 12", the target does not receive the benefits of cover against that attack. |
| 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.''
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| 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.
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| === Pyromaniacs === | | === Elite Sharpshooters === |
| 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.
| | ''Veterans of several war zones, these soldiers’ accuracy has been honed in the fires of conflict.'' |
| 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.
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| === Slum Fighters ===
| | * Each time a unit with this doctrine is selected to shoot, you can re-roll one hit roll when resolving that unit’s attacks. |
| 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.
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| 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.
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| === Spotter Details === | | === Cult of Sacrifice === |
| Drawing on extensive training, the gunners and spotters of this regiment form extremely effective partnerships that can have devastating consequences for the enemy.
| | ''Famed for their willingness to fight no matter the odds in the manner of the Death Korps of Krieg, or otherwise unafraid of death, the soldiers of this regiment are ready to sacrifice themselves on the field of battle in the Emperor’s name.'' |
| Add 6" to the Range characteristic of Heavy weapons with a range of at least 24" that models with this doctrine are equipped with.
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| === Wilderness Survivors === | | * Each time a model with this doctrine makes an attack, if that model’s unit was below its Starting Strength when it was selected to shoot or fight, add 1 to that attack’s hit roll. |
| 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.
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| 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.
| | === Industrial Efficiency === |
| | ''Like the lauded Steel Legions of Armageddon, to this regiment the pitiless mathematics of industrialised slaughter have become a grim fact of life. Issued with additional or higher-quality armour or having scavenged extra kit, the regiment’s attrition ratio is lower than most.'' |
| | Each time an AP2 attack rolls for penetration against a vehicle with this doctrine, you can re-roll on the vehicle damage table, but must take the second result. |
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| | === Swift as the Wind === |
| | ''Like Tallarn’s infamous masters of the lightning ambush, this regiment’s highly mobile soldiers and roaring tanks strike with overwhelming force before swiftly fading into the wilderness as if they were never there at all.'' |
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| | * Add 1" to the Move characteristic of '''INFANTRY''' models with this doctrine, and add 2" to the Move characteristic of all other models with this doctrine. |
| | * Add 1 to charge rolls made for units with this doctrine. |