Post by Makarova (M.I.A) on Jan 10, 2010 16:55:21 GMT -5
UNDER CONSTRUCTION.
Original intro text:
Hey,
Since the new IG book is rather streamlined, at least when it comes to representing different infantry soldiers and their training, me and my brother made a quickfix to bring back the old doctrines, as well as some other small changes to make the game more fun and some things more sensible. This isn't a huge overhaul, but could still be interesting to try out.
Right, as I mentioned in my last post this remake is in need of a revamp. In my eager to bring more options to the codex I broke a key rule, in that I made the codex better than it used to be, which is everything it doesn't need to be. Doctrines And Changes are designed to provide more options, but still keep the roughly equal level of competition, just with more ways to be on that level and more ways to represent the way your army would actually play. Therefore the changes will be smaller in effect, and balanced up rather than just adding things to things that were already good. However, I don't mind improving units and options that were previously bad or mediocre, which is another step in making more options tactically available. Doctrines will now primarily be used on a regimental level, ergo your entire army must have them, representing the many types of regiments out there (light infantry, mechanised, heavy infantry, cavalry, air cavalry etc.) rather than just throwing out a bunch of special rules for whoever can make the most use of it to pick up. See for yourself.
You are allowed 5 doctrines, this includes Regimental Organisations, Skills and Drills, and Special Equipment. All doctrines cost 1 pt per 1 Wound model and 5 pts per multiple Wound model unless otherwise stated.
Following units have access to doctrines, unless otherwise stated: Infantry Platoons (all parts of it), Veterans, Company Command Squads, Primaris Psykers, Lord Commissars, Rough Riders, Imperial Guard Bikers, Ratlings.
Doctrines that state that they may not be taken with another doctrine, may not be used together in your army. For example you can not use Light Infantry and Mechanised together, you may only choose one of them.
Regimental Organisations
Airborne Infantry
All units in the army must be mounted in a Valkyrie or Vendetta or deploy as deep striking. Infantry Platoons and Veterans may take one of the two aircrafts as a dedicated transport. Units that can't ride in aircrafts or deep strike (Ogryns, Rough Riders, tanks) may not be used with the exception of deep striking sentinels. All infantry and Sentinels may deep strike for 1 pt per infantry model and 5 pts per Sentinel. Armies with the Airborne Infantry doctrine may not contain heavy weapon teams with autocannons or lascannons. You may not take this doctrine along with Mechanised or Cavalry Company.
Mechanised
All units in the army must have transports or be mounted (ergo, be Cavalry or Bikers), and have access to Chimeras as dedicated transports if they hadn't before. Free cost. You may not take this along with Airborne Infantry, Light Infantry or Cavalry Company.
Veteran Regiment
Normal Infantry Platoons are replaced by Veteran Platoons. See below for profiles and information.
Veteran Platoon Command Squad [40 pts]
[/b][/tr]
[tr][td]Veteran Platoon Commander[/td][td]4[/td][td]4[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]2[/td][td]8[/td][td]5+[/td][/tr]
[tr][td]Veterank[/td][td]3[/td][td]4[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]1[/td][td]8[/td][td]5+[/td][/tr][/table]
Number/Squad: Consists of the Veteran Platoon Commander and 4 Veterans.
Wargear: The Veteran Platoon Commander has a laspistol and either a lasgun, shotgun or close combat weapon, plus flak armour and frag grenades. Veterans have flak armour, frag grenades and either lasguns or laspistols and close combat wepons.
Options:
• The Veteran Platoon Commander may exchange any weapon for the following: Bolt pistol or boltgun (2 pts), power weapon (10 pts), plasma pistol (10 pts), power fist (15 pts). They may also purchase meltabombs for +5 pts.
• One Streilak may have a medi-pack for +30 pts, and another may have a vox-caster for +5 pts.
• Two Veterans may form a heavy weapon team with one of the following weapons: mortar 5 pts, heavy bolter or autocannon 10 pts, missile launcher 15 pts, lascannon 25 pts.
• One Veteran may buy a heavy flamer for +20 pts.
• Remaining Veterans may purchase the following special weapons: flamer, sniper rifle or grenade launcher 5 pts, heavy stubber or meltagun 10 pts, plasma gun 15 pts.
• The squad may purchase krak grenades for +1 pt per model.
Special Rules: Junior Officer (Veteran Platoon Commander).
Transport: The entire squad may take a Chimera as a dedicated transport for +55 pts plus upgrades.
Veteran Platoon Squad [70 pts]
[/b][/tr]
[tr][td]Veteran Sergeant[/td][td]3[/td][td]4[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]2[/td][td]8[/td][td]5+[/td][/tr]
[tr][td]Veteran[/td][td]3[/td][td]4[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]1[/td][td]8[/td][td]5+[/td][/tr][/table]
Number/Squad: Consists of a Veteran Sergeant and 9 Veterans.
Wargear: The Veteran Sergeant has flak armour and frag grenades, and either a lasgun, shotgun or laspistol and close combat weapon. Veterans have flak armour, frag grenades and lasguns.
Options:
• The Veteran Sergeant may exchange any weapon for the following: Bolt pistol or boltgun (2 pts), power weapon (10 pts), plasma pistol (10 pts), power fist (15 pts).
• One Veteran may have a vox-caster for +5 pts.
• Two Veterans may form a heavy weapon team with one of the following weapons: mortar 5 pts, heavy bolter or autocannon 10 pts, missile launcher 15 pts, lascannon 25 pts.
• One Veteran may purchase one of the following special weapons: flamer, sniper rifle or grenade launcher 5 pts, heavy stubber or meltagun 10 pts, plasma gun 15 pts.
• The squad may purchase krak grenades for +1 pt per model.
Special Rules: Combined Squads.
Transport: The entire squad may take a Chimera as a dedicated transport for +55 pts plus upgrades.
REST COMES LATER.
Cavalry Company
The following units must purchase mounts: Company Command Squads, Primaris Psykers, Lord Commissars, Infantry Platoons and Veterans. A mount makes the model count as Cavalry, but they may not carry any heavy weapons (ergo, weapons with the Heavy weapon type). This upgrade cost +1 pt per model. May not be chosen with Airborne Infantry or Mechanized. If chosen with Veteran Platoons, the parts of that platoon must be mounted for +1 pt per model by the same rules.
Light Infantry Regiment
All infantry models must be upgraded to have Infiltrate for Not compatible with Carapace Armour and may not be chosen with Mechanized.
Skills And Drills
Drop Troopers
Infantry and Sentinels may Deep Strike. 1 pt per model, 5 for Sentinels. Rough Riders may not use it. Infantry deploying via this fashion may not carry lascannons or autocannons. You may not take this along with Mechanized, Airborne Infantry or Cavalry Company.
Die-Hards
If a unit fails a morale test for loosing 25% to shooting casualties, they are Pinned rather than falling back. In addition the unit may regroup under 50% starting size. 1 pt per model.
Iron Discipline
Re-roll failed order tests. 1 pt per model. Not compatible with Chem-Inhalers.
Close Order Drill
When in formation (see the old close order drill formation pattern) and in close combat, Infantry units gains +1 Ini and +1 Ld. 1 pt per model.
Hardened Fighters
Grants the unit +1 WS for infantry, cavalry and bikers (1 pts per model), and/or +1 Attack for Sentinels (5 pts per model).
Light Infantry
Gains Infiltrate, but may only carry mortars and missile launchers as their heavy weapons. 1 pt per model. Not compatible with Carapace Armour and may not be chosen with Mechanized.
Sharpshooters
Models with BS3 may re-roll 1's when shooting, except with plasma weapons. Applied to units with higher or lower BS, this has no effect. 1 pt per model.
Sappers
The unit removes any minefield as it enters it, and are immune to the effects of booby traps or similar traps, which they also remove when they would normally be triggered. In addition they roll +1 to penetrate against bunkers and other fortifications. 1 pt per model. This is only available for Infantry.
Special Equipment
Chem-Inhalers
Will always test Morale, Leadership or Pinning tests with no negative modifiers. 1 pts per model. Available to Ogryns for +5 pts per model. Not compatible with Iron Discipline.
Cameloline
Grants the unit Stealth. 1 pts per model.
Carapace Armour
Equips a unit with Carapce Armour, granting them a 4+ Armour Save. 2 pts per model. Available to Ogryns for +5 pt per model. Not compatible with Light Infantry or Light Armour.
Cyber-Enhancement
Grants the unit a 6+ Invulnerable Save. 1 pts per model. Available to Ogryns for +5 pt per model.
Alternative Weapons
All models in the army may choose to have a laspistol and close combat weapon (or two close combat weapons), or a shotgun, rather than their starting main weapon. Free cost. Available to Ogryns.
Light Armour
Changes armour save to a 6+, gains Move Through Cover. Free cost. Not compatible with Carapace Armour.
Some neat changes to existing units and equipment to make the game more fun and flexible.
Vox-Casters
Same cost as before, but all units except Ogryns and Storm Troopers may have them. They make order range unlimited, as long as both the order-giving commander's squad and the receiving squad has a vox.
Heavy Stubbers
All units that can take special weapons, may now take heavy stubbers for +10 pts each. This is in all regards treated as just another special weapon option.
Sniper Team
A simple Guard sniper team. We're all sick of using Ratlings as counts-as or the useless BS3 special weapon squad. Extra accuracy training, right.
Sniper Team 65 pts
Is bought as part of an infantry platoon, similar to heavy and special weapon squads. 0-1 per platoon.
6 Snipers, Guardsman stats with BS4.
Equipment: Flak armour, sniper rifles, close combat weapons, frag grenades.
Rules: Infiltrate.
Options: May have vox for +5 pts.
Storm Troopers
Some heavy changes on these ones. AP3 hellgun is, was and will always be retarded. And beyond that, useless against anything but Eldar and some Marine armies.
Storm Troopers 120 pts
Same stats as before, but with LD8 and WS4.
Unit size: 10 Storm Troopers.
Equipment: Hellguns, hellpistols, close combat weapons, carapace armour, krak and frag grenades.
Rules: Special Operations, Deep Strike.
Options: May have two special weapons (flamer, grenade launcher, sniper, meltagun, plasma gun at normal costs), may have meltabombs for +2 pts/model. May take a Chimera or a Valkyrie/Vendetta as a dedicated transport.
Let's go through this before you panic.
- Unit size 10 is to make sure that people don't throw them away. Works a lot better rather than increasing their points cost with no gain for it.
- Spec Ops works like before.
- Meltabombs. Because they're supposed to be you know, well equipped.
- A knife isn't a close combat weapons. Ditched them.
Hellgun: 24", S3, Ap5, Assault 2.
Hellpistol: 12", S3, Ap5, Pistol.
Right, now we'll keep calm again.
- Hellguns. We can all agree that Ap3 is retarded. Ap5 is more sensible, and feels a lot more familiar. Assault 2 is to get some kind of positive change to them, and because of their very high and uncompromising rate of fire.
- Hellpistols. See above.
Veteran Changes
Same stats, but with LD8 for the lot. Same cost.
Equipment: Laspistols, close combat weapons, lasguns, frag and krak grenades, flak armour. May exchange lasguns for shotguns. May buy one demo-charge for +20 pts as a special weapon, meltabombs for +2 pts/model. Doctrines dropped, replace with new ones. Other than that they remain the same.
Commissars
Any and all units may have a Commissar attached to it. Rough Rider Commissars must be converted to ride a mount, and will count as cavalry. Commissars attached to units with infiltrate, deep strike or other forms of alternative deployment will gain those special deployment options along with the unit (they should be converted to fit in though).
Penal Legionnaires
Removed. Their profile is good to represent traumatised, gibbering psychotic wreck convicts, yes. Problem is though, there are like one on 10.000 that survives to turn into such a hardcore survivor, and they don't exactly single them out and group them together with other oddballs. Typical penal legionnaires are just scared losers used as cannon fodder, perfectly represented with conscripts. Die-Hards or Hardened Fighters could also be handy if you want them to be more crazy.
The Last Chancers are an exception, they're NOT a typical penal regiment.
Inputs are welcome, but remember that these were mainly just a fix to make the game more fun for my gaming group, which turned up so good I thought I might as well share it.
Welcome to Doctrines And Changes 2.0
Original intro text:
Hey,
Since the new IG book is rather streamlined, at least when it comes to representing different infantry soldiers and their training, me and my brother made a quickfix to bring back the old doctrines, as well as some other small changes to make the game more fun and some things more sensible. This isn't a huge overhaul, but could still be interesting to try out.
Intro:
Right, as I mentioned in my last post this remake is in need of a revamp. In my eager to bring more options to the codex I broke a key rule, in that I made the codex better than it used to be, which is everything it doesn't need to be. Doctrines And Changes are designed to provide more options, but still keep the roughly equal level of competition, just with more ways to be on that level and more ways to represent the way your army would actually play. Therefore the changes will be smaller in effect, and balanced up rather than just adding things to things that were already good. However, I don't mind improving units and options that were previously bad or mediocre, which is another step in making more options tactically available. Doctrines will now primarily be used on a regimental level, ergo your entire army must have them, representing the many types of regiments out there (light infantry, mechanised, heavy infantry, cavalry, air cavalry etc.) rather than just throwing out a bunch of special rules for whoever can make the most use of it to pick up. See for yourself.
Doctrines:
You are allowed 5 doctrines, this includes Regimental Organisations, Skills and Drills, and Special Equipment. All doctrines cost 1 pt per 1 Wound model and 5 pts per multiple Wound model unless otherwise stated.
Following units have access to doctrines, unless otherwise stated: Infantry Platoons (all parts of it), Veterans, Company Command Squads, Primaris Psykers, Lord Commissars, Rough Riders, Imperial Guard Bikers, Ratlings.
Doctrines that state that they may not be taken with another doctrine, may not be used together in your army. For example you can not use Light Infantry and Mechanised together, you may only choose one of them.
Regimental Organisations
Airborne Infantry
All units in the army must be mounted in a Valkyrie or Vendetta or deploy as deep striking. Infantry Platoons and Veterans may take one of the two aircrafts as a dedicated transport. Units that can't ride in aircrafts or deep strike (Ogryns, Rough Riders, tanks) may not be used with the exception of deep striking sentinels. All infantry and Sentinels may deep strike for 1 pt per infantry model and 5 pts per Sentinel. Armies with the Airborne Infantry doctrine may not contain heavy weapon teams with autocannons or lascannons. You may not take this doctrine along with Mechanised or Cavalry Company.
Mechanised
All units in the army must have transports or be mounted (ergo, be Cavalry or Bikers), and have access to Chimeras as dedicated transports if they hadn't before. Free cost. You may not take this along with Airborne Infantry, Light Infantry or Cavalry Company.
Veteran Regiment
Normal Infantry Platoons are replaced by Veteran Platoons. See below for profiles and information.
Veteran Platoon Command Squad [40 pts]
WS | BS | S | T | W | I | A | LD | SV |
[tr][td]Veteran Platoon Commander[/td][td]4[/td][td]4[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]2[/td][td]8[/td][td]5+[/td][/tr]
[tr][td]Veterank[/td][td]3[/td][td]4[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]1[/td][td]8[/td][td]5+[/td][/tr][/table]
Number/Squad: Consists of the Veteran Platoon Commander and 4 Veterans.
Wargear: The Veteran Platoon Commander has a laspistol and either a lasgun, shotgun or close combat weapon, plus flak armour and frag grenades. Veterans have flak armour, frag grenades and either lasguns or laspistols and close combat wepons.
Options:
• The Veteran Platoon Commander may exchange any weapon for the following: Bolt pistol or boltgun (2 pts), power weapon (10 pts), plasma pistol (10 pts), power fist (15 pts). They may also purchase meltabombs for +5 pts.
• One Streilak may have a medi-pack for +30 pts, and another may have a vox-caster for +5 pts.
• Two Veterans may form a heavy weapon team with one of the following weapons: mortar 5 pts, heavy bolter or autocannon 10 pts, missile launcher 15 pts, lascannon 25 pts.
• One Veteran may buy a heavy flamer for +20 pts.
• Remaining Veterans may purchase the following special weapons: flamer, sniper rifle or grenade launcher 5 pts, heavy stubber or meltagun 10 pts, plasma gun 15 pts.
• The squad may purchase krak grenades for +1 pt per model.
Special Rules: Junior Officer (Veteran Platoon Commander).
Transport: The entire squad may take a Chimera as a dedicated transport for +55 pts plus upgrades.
Veteran Platoon Squad [70 pts]
WS | BS | S | T | W | I | A | LD | SV |
[tr][td]Veteran Sergeant[/td][td]3[/td][td]4[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]2[/td][td]8[/td][td]5+[/td][/tr]
[tr][td]Veteran[/td][td]3[/td][td]4[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]1[/td][td]8[/td][td]5+[/td][/tr][/table]
Number/Squad: Consists of a Veteran Sergeant and 9 Veterans.
Wargear: The Veteran Sergeant has flak armour and frag grenades, and either a lasgun, shotgun or laspistol and close combat weapon. Veterans have flak armour, frag grenades and lasguns.
Options:
• The Veteran Sergeant may exchange any weapon for the following: Bolt pistol or boltgun (2 pts), power weapon (10 pts), plasma pistol (10 pts), power fist (15 pts).
• One Veteran may have a vox-caster for +5 pts.
• Two Veterans may form a heavy weapon team with one of the following weapons: mortar 5 pts, heavy bolter or autocannon 10 pts, missile launcher 15 pts, lascannon 25 pts.
• One Veteran may purchase one of the following special weapons: flamer, sniper rifle or grenade launcher 5 pts, heavy stubber or meltagun 10 pts, plasma gun 15 pts.
• The squad may purchase krak grenades for +1 pt per model.
Special Rules: Combined Squads.
Transport: The entire squad may take a Chimera as a dedicated transport for +55 pts plus upgrades.
REST COMES LATER.
Cavalry Company
The following units must purchase mounts: Company Command Squads, Primaris Psykers, Lord Commissars, Infantry Platoons and Veterans. A mount makes the model count as Cavalry, but they may not carry any heavy weapons (ergo, weapons with the Heavy weapon type). This upgrade cost +1 pt per model. May not be chosen with Airborne Infantry or Mechanized. If chosen with Veteran Platoons, the parts of that platoon must be mounted for +1 pt per model by the same rules.
Light Infantry Regiment
All infantry models must be upgraded to have Infiltrate for Not compatible with Carapace Armour and may not be chosen with Mechanized.
Skills And Drills
Drop Troopers
Infantry and Sentinels may Deep Strike. 1 pt per model, 5 for Sentinels. Rough Riders may not use it. Infantry deploying via this fashion may not carry lascannons or autocannons. You may not take this along with Mechanized, Airborne Infantry or Cavalry Company.
Die-Hards
If a unit fails a morale test for loosing 25% to shooting casualties, they are Pinned rather than falling back. In addition the unit may regroup under 50% starting size. 1 pt per model.
Iron Discipline
Re-roll failed order tests. 1 pt per model. Not compatible with Chem-Inhalers.
Close Order Drill
When in formation (see the old close order drill formation pattern) and in close combat, Infantry units gains +1 Ini and +1 Ld. 1 pt per model.
Hardened Fighters
Grants the unit +1 WS for infantry, cavalry and bikers (1 pts per model), and/or +1 Attack for Sentinels (5 pts per model).
Light Infantry
Gains Infiltrate, but may only carry mortars and missile launchers as their heavy weapons. 1 pt per model. Not compatible with Carapace Armour and may not be chosen with Mechanized.
Sharpshooters
Models with BS3 may re-roll 1's when shooting, except with plasma weapons. Applied to units with higher or lower BS, this has no effect. 1 pt per model.
Sappers
The unit removes any minefield as it enters it, and are immune to the effects of booby traps or similar traps, which they also remove when they would normally be triggered. In addition they roll +1 to penetrate against bunkers and other fortifications. 1 pt per model. This is only available for Infantry.
Special Equipment
Chem-Inhalers
Will always test Morale, Leadership or Pinning tests with no negative modifiers. 1 pts per model. Available to Ogryns for +5 pts per model. Not compatible with Iron Discipline.
Cameloline
Grants the unit Stealth. 1 pts per model.
Carapace Armour
Equips a unit with Carapce Armour, granting them a 4+ Armour Save. 2 pts per model. Available to Ogryns for +5 pt per model. Not compatible with Light Infantry or Light Armour.
Cyber-Enhancement
Grants the unit a 6+ Invulnerable Save. 1 pts per model. Available to Ogryns for +5 pt per model.
Alternative Weapons
All models in the army may choose to have a laspistol and close combat weapon (or two close combat weapons), or a shotgun, rather than their starting main weapon. Free cost. Available to Ogryns.
Light Armour
Changes armour save to a 6+, gains Move Through Cover. Free cost. Not compatible with Carapace Armour.
Other Changes:
Some neat changes to existing units and equipment to make the game more fun and flexible.
Vox-Casters
Same cost as before, but all units except Ogryns and Storm Troopers may have them. They make order range unlimited, as long as both the order-giving commander's squad and the receiving squad has a vox.
Heavy Stubbers
All units that can take special weapons, may now take heavy stubbers for +10 pts each. This is in all regards treated as just another special weapon option.
Sniper Team
A simple Guard sniper team. We're all sick of using Ratlings as counts-as or the useless BS3 special weapon squad. Extra accuracy training, right.
Sniper Team 65 pts
Is bought as part of an infantry platoon, similar to heavy and special weapon squads. 0-1 per platoon.
6 Snipers, Guardsman stats with BS4.
Equipment: Flak armour, sniper rifles, close combat weapons, frag grenades.
Rules: Infiltrate.
Options: May have vox for +5 pts.
Storm Troopers
Some heavy changes on these ones. AP3 hellgun is, was and will always be retarded. And beyond that, useless against anything but Eldar and some Marine armies.
Storm Troopers 120 pts
Same stats as before, but with LD8 and WS4.
Unit size: 10 Storm Troopers.
Equipment: Hellguns, hellpistols, close combat weapons, carapace armour, krak and frag grenades.
Rules: Special Operations, Deep Strike.
Options: May have two special weapons (flamer, grenade launcher, sniper, meltagun, plasma gun at normal costs), may have meltabombs for +2 pts/model. May take a Chimera or a Valkyrie/Vendetta as a dedicated transport.
Let's go through this before you panic.
- Unit size 10 is to make sure that people don't throw them away. Works a lot better rather than increasing their points cost with no gain for it.
- Spec Ops works like before.
- Meltabombs. Because they're supposed to be you know, well equipped.
- A knife isn't a close combat weapons. Ditched them.
Hellgun: 24", S3, Ap5, Assault 2.
Hellpistol: 12", S3, Ap5, Pistol.
Right, now we'll keep calm again.
- Hellguns. We can all agree that Ap3 is retarded. Ap5 is more sensible, and feels a lot more familiar. Assault 2 is to get some kind of positive change to them, and because of their very high and uncompromising rate of fire.
- Hellpistols. See above.
Veteran Changes
Same stats, but with LD8 for the lot. Same cost.
Equipment: Laspistols, close combat weapons, lasguns, frag and krak grenades, flak armour. May exchange lasguns for shotguns. May buy one demo-charge for +20 pts as a special weapon, meltabombs for +2 pts/model. Doctrines dropped, replace with new ones. Other than that they remain the same.
Commissars
Any and all units may have a Commissar attached to it. Rough Rider Commissars must be converted to ride a mount, and will count as cavalry. Commissars attached to units with infiltrate, deep strike or other forms of alternative deployment will gain those special deployment options along with the unit (they should be converted to fit in though).
Penal Legionnaires
Removed. Their profile is good to represent traumatised, gibbering psychotic wreck convicts, yes. Problem is though, there are like one on 10.000 that survives to turn into such a hardcore survivor, and they don't exactly single them out and group them together with other oddballs. Typical penal legionnaires are just scared losers used as cannon fodder, perfectly represented with conscripts. Die-Hards or Hardened Fighters could also be handy if you want them to be more crazy.
The Last Chancers are an exception, they're NOT a typical penal regiment.
Inputs are welcome, but remember that these were mainly just a fix to make the game more fun for my gaming group, which turned up so good I thought I might as well share it.