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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.


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.
=== 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.''


=== 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.


=== 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.


=== 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.


=== 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.


=== 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.


=== 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.


=== 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."


=== 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.''
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.
----


== 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.


=== 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.


=== 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.


=== 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.


=== 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.''
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.


=== 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.


=== 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.


=== 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).


=== 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.''
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 ===
=== 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.


=== 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.
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 ===
=== 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.


=== 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.
 
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.
 
=== 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.''
 
* 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.

Revision as of 19:33, 2 August 2024

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...

The Imperial Guard are humanities brave and valorous defenders, a bulwark against the foes in the 41st Milennium.

List of Imperial Guard Regiments in Eternum

Tetuanis Mechanized Infantry

List of Individual Imperial Guard Regiments in Eternum

812th Tetuanis Greyhounds


IMPERIAL GUARD SPECIAL RULES

Grinding Advance

The Leman Russ tank’s sturdy frame allows it to keep up a fearsome rate of fire even as it advances on the foe.

LEMAN RUSS models only. If this model remains stationary or moves under half speed in its Movement phase (i.e. it moves a distance in inches less than half of its current Move characteristic) it can shoot its turret weapon twice in the following Shooting phase (the turret weapon must target the same unit both times). The following weapons are turret weapons: battle cannon, eradicator nova cannon, exterminator autocannon, vanquisher battle cannon, demolisher cannon, executioner plasma cannon and punisher gatling cannon.

Voice of Command

A good Imperial Guardsman does not think for himself. Rather, he follows without question or hesitation the orders of his superior officers. These men in turn must command without doubt or weakness, for a well-timed order can win an entire war.

A model with this special rule is known as an officer. An officer can issue one order each turn. Orders are issued and their effects resolved at the start of your Shooting phase. If you have more than one officer, or if you have an officer that has a special rule allowing it to issue more than one order a turn, issue and resolve each order one at a time.

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.

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.

If the test is failed, the order does not take effect.

Unless an order causes the ordered unit to make a shooting attack or Run, receiving it does not prevent the ordered unit from acting later in that phase, whether the order was successful or not.

Orders cannot be issued to embarked units or units that previously received an order that phase (whether or not that order was successful). Unless otherwise stated, orders cannot be issued to units that are locked in combat, are falling back, or have gone to ground.

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.

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.

Astra Militarum Orders

‘Bring it Down!’

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.

‘Fire on my Target!’

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.

‘First Rank, Fire! Second Rank, Fire!’

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.

‘Forwards, for the Emperor!’

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.

‘Get Back in the Fight!’

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.

‘Move! Move! Move!’

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.

‘Smite at Will!’

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.

‘Suppressive Fire!’

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.

‘Take Aim!’

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.

Regimental Doctrines

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.

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.

  • 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.

Parade Drill

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. 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.

Armoured Superiority

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.

  • SENTINEL models with this doctrine count as 3 models each when determining control of an objective marker.
  • TITANIC models with this doctrine count as 10 models each when determining control of an objective marker.
  • All other VEHICLE models with this doctrine count as 5 models each when determining control of an objective marker.

Blitz Division

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.

  • When placing units with this doctrine into Strategic Reserves, halve their combined Points when determining the number units you can place into reserves.
  • 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.

Expert Bombardiers

Skilled in coordinating their targeting with forward spotter elements, this regiments artillery crews are capable of devastating precision shelling.

  • 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.

Heirloom Weapons

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. Add 4" to the Range characteristic of all ranged weapons (excluding Relics) models with this doctrine are equipped with.

Recon Operators

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. 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.

Trophy Hunters

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. 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.

Grim Demeanour

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.

  • 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.

Brutal Strength

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.

  • 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.
  • 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.

Veteran Guerrillas

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.

  • 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.

Elite Sharpshooters

Veterans of several war zones, these soldiers’ accuracy has been honed in the fires of conflict.

  • Each time a unit with this doctrine is selected to shoot, you can re-roll one hit roll when resolving that unit’s attacks.

Cult of Sacrifice

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.

  • 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.

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.

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.

  • 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.