Post by Deleted on Oct 6, 2007 23:36:45 GMT -5
i already Put this on Boot Camp so here goes an hours thought
Imperial Guard Organization and Doctrines List
A way to finally represent the diversity of the IG
Company Type:
(select one for the doctrine choices)
______________________________________________________________________________
Line Infantry:
Standard Doctrine Choices
Light Infantry:
May take from Standard Doctrine and Veteran Doctrine Choices
Airborne:
May take from Standard Doctrine and Veteran Doctrine Choices
Grenadiers:
May take from Standard Doctrine and Mechanized Doctrine Choices
Commandos:
Veteran Doctrine Choices
Trench Warfare Specialists:
May take from Trench Warfare Doctrine Choices
Combat Engineers:
May take from Trench Warfare Doctrine and Veteran Doctrine Choices
Mechanized Infantry:
Mechanized Doctrine Choices
Armored Cavalry:
May take from Mechanized Doctrine and Armor Doctrine Choices
Heavy Artillery:
May take from Standard Doctrine and Artillery Doctrine Choices
Abhuman Support:
May take from the Abhuman Doctrine Choices and Standard Doctrines
Cavalry Support:
May take doctrines from the Cavalry Doctrine Choices
______________________________________________________________________________
Standard Doctrines:
Grenadiers:
May take 0-3 storm troopers as troop choices.
Close Order Drill:
+ 1 leadership and Initiative in close order.
Die Hards:
Ignore negative modifiers for being outnumbered in close combat.
Hardened Fighters:
Guard Infantry gain +1 weapon skill and sentinels get +1 WS and +1 Attacks.
Independent Commissars:
Up to 3 Commissars may be taken as an elites choice and count as Independent Characters for +10 pts. a model.
Iron Discipline:
Using an officer with Iron discipline for pinning or morale tests ignore modifiers for being under half strength and may regroup even under half strength.
Veterans:
The 0-1 cap on veterans is removed.
Light Infantry:
Guardsmen without transport may role an additional dice when moving through terrain, infiltrate, and take a sniper rifle as a heavy weapon choice.
Sharp Shooters:
Any unit with a BS of three may re-role any ones. Does not work on plasma or sniper weapons.
Xenos Fighters:
Against Eldar /Dark Eldar /Orks/ Tyranids/ guard infantry and sentinels hit on a 3+ in close combat. Does not work against Independent characters, monstrous creatures, and vehicles.
______________________________________________________________________________
Veteran Doctrines:
Airborne:
Units may deep strike.
Veterans
The 0-1 cap on veterans is removed.
Special Operations:
May take 0-3 veterans as troops choices.
Jungle Warfare Specialists:
May see 12 inches through trees, 4 + cover save move at full speed through trees, infiltrate in woods, may take heavy flamer as a heavy weapon, may not take lascannons.
Urban Combat Specialists:
May see 12 inches through non tree obscuring terrain, May take a Storm Bolter as a special weapon, count any non forest 5+ terrain as 4+ terrain.
Amphibious Warfare Specialists:
Any Guardsmen squad may take a chimera.
Engineers:
Any Veteran squad may take a demo charge.
Corpsmen:
Any Veteran Sergeant may take a medi-pack and may use it as stated in medic rules.
Warp Fighters:
Against Traitor Guard, Lost And The Damned, Lesser Demons and Chaos Marines Veterans hit on a 4+ or better (if possible) in close combat.
______________________________________________________________________________
Mechanized Doctrines:
Mechanization:
All guard units must a chimera whether they normally can or not.
Ace Driver:
Does not take difficult terrain test for a six inch move through difficult terrain.
Evasive Driving:
If enemy troops assault vehicle on a turn it moved they all take a wound on a 4+ with saves allowed.
Overcharged Engines:
At the end of its move a unit with overcharged engines can try and go an extra 6 inches in a straight line. It must take a difficult terrain test which it must pass to make the extra movement. Passengers may not disembark or shoot in the turn it moves the extra 6.
Side Skirts:
The side armor of the vehicle is plus 1 but it may not be higher than the front or 13.
______________________________________________________________________________
Trench Warfare Specialist Doctrines:
Mine Fields:
For every guardsmen squad you may place a 2x5 inch piece of dangerous terrain.
Trench Works:
Any guard infantry squad that does not move from its starting placement location has a 3+ save.
Assault!:
Every guard infantry squad has furious charge.
Trench Gunners:
Guard Infantry may take Heavy Stubber as a heavy weapon and may take another heavy weapon instead of a special weapon.
Special Weaponry Units:
Guard Infantry may take a Sniper or heavy flamer as a heavy weapon.
Fog of War:
Non-ordinance weapons fired by enemy units use night fighting rules to hit a guard infantry unit with Fog of War.
______________________________________________________________________________
Armor Doctrines:
Armored Units:
May take Leman Russes as elite units in addition to heavy support.
Ace Gunners:
May re-role any ones with main weapons.
Ace Sponson Gunners:
May fire its sponsons at the enemy assaulting units at initiative 10.
Crush and Grind:
Units that are tank shocked by a tank wit crush and grind receive d6 strength 4 hits before resolving tank shock, they may take saving throws.
Tank Commander:
May take a leman Russ as a HQ choice. It has improved BS 4 and comes with Improved Communications.
______________________________________________________________________________
Heavy Artillery Doctrines:
Batteries:
May take Earthshaker Guns or Heavy Mortars as fast attack slots as well as heavy support.
Shock and Awe:
Units within 6 inches of a unit that is pinned due to ordinance is pinned on a 3+.
Master Gunners:
Ordinance only scatter D3 when Direct and D6 when indirect:
Bombardment:
Ordinance weapons may fire at the ground and make a 6 inch diameter craters that are 5+ cover and difficult terrain.
Preliminary Fire:
All ordinance units may fire before the first turn begins.
______________________________________________________________________________
Abhuman Doctrines:
Slave levies :
May be taken on IG infantry units, they gain feel no pain and slow and purposeful.
Afriel strain :
May be taken on IG infantry units, the unit gains And they shall know no fear. However all enemies gain preferred enemy while fighting against someone with this doc. As well no other abhuman doctrines may be taken on them on them ,you may not use Die hards ,iron discipline or chem inhalers on them and you may not use allies from Codex : DH, WH or AH (If it is written.)
Subhumans :
May be given to conscripts , the enemy is free to ignore the unit of subs and , even if they are closest , do not have to take a leadership test to aim at something else. However if the unit the enemy is shooting at traces fire through a unit of subs the targets gain a 5+ cover save (and if it is passed you don't lose any subs) . Also subs will never fall back if they fail a leadership test because of shooting. Instead they will be pinned ,though other units don't gain the cover save if they are pinned.
Gland warriors :
Any guard infantry may be given this. The unit gains fleet though if you roll a 6 a model is removed.
Ogryn Axillary:
May take Ogryns in 0-3 troop slots.
Ratling support:
May take Ratlings as Heavy support in addition to Elites.
______________________________________________________________________________
Cavalry Doctrines:
Mounted:
Guard Infantry Units count as cavalry for movement.
Lancers:
Rough Riders may be taken as Both Fast Attack and Elites.
Dragoons:
Lasguns are assault 2 instead of Rapid Fire.
Hussars:
Guard Infantry have Laspistol and CC weapon
Motorized:
Guard Infantry and Rough Riders count as fast vehicles for movement.
______________________________________________________________________________
Special Equipment:
Chem Inhalers:
Always test morale, leadership, and pinning with no negative modifies. If they fail a shooting test for 25% casualties they are pinned instead of falling back.
Cameleoline:
Add +1 to all cover saves.
Carapace:
4+ armor save.
Personal Shielding Devices:
6+ invulnerable save.
Warrior Weapons:
Any model without access to the armory may take either a Laspistol and CC weapon or two CC weapons.
Human Growth Hormones:
Guard Infantry have strength 4 due to steroid use.
Advanced Lasweapons:
Lasguns are now strength 4 Ap 6.Hellguns are now strength 4 Ap 5.
Thermal Vision: Guard Infantry gain acute senses.
______________________________________________________________________________
Restricted Troops:
Heavy Weapon Platoons, Priests, Storm troopers, Techpriest Enginseers, Ratlings, Sanctioned Psykers, Ogryns, Special Weapons, Conscripts, Rough Rides.
______________________________________________________________________________
Only For Mechanized, Armored, and Siege Units.
Salamanders, Destroyers, Vanquishers, Exterminators, Conquerors, Griffon Mortars.
This list is a replacement for the current list and obviously needs permission. It’s a slap in the face to those who want a simple codex a child could understand. It long Confusing and meant for both power gaming and detailed theming. It allows for IG to be the diverse soldiers of a million worlds they are in fluff but not on game boards.
Suggestions and thoughts appreciated as im typing an alternate codex based off this.
Imperial Guard Organization and Doctrines List
A way to finally represent the diversity of the IG
Company Type:
(select one for the doctrine choices)
______________________________________________________________________________
Line Infantry:
Standard Doctrine Choices
Light Infantry:
May take from Standard Doctrine and Veteran Doctrine Choices
Airborne:
May take from Standard Doctrine and Veteran Doctrine Choices
Grenadiers:
May take from Standard Doctrine and Mechanized Doctrine Choices
Commandos:
Veteran Doctrine Choices
Trench Warfare Specialists:
May take from Trench Warfare Doctrine Choices
Combat Engineers:
May take from Trench Warfare Doctrine and Veteran Doctrine Choices
Mechanized Infantry:
Mechanized Doctrine Choices
Armored Cavalry:
May take from Mechanized Doctrine and Armor Doctrine Choices
Heavy Artillery:
May take from Standard Doctrine and Artillery Doctrine Choices
Abhuman Support:
May take from the Abhuman Doctrine Choices and Standard Doctrines
Cavalry Support:
May take doctrines from the Cavalry Doctrine Choices
______________________________________________________________________________
Standard Doctrines:
Grenadiers:
May take 0-3 storm troopers as troop choices.
Close Order Drill:
+ 1 leadership and Initiative in close order.
Die Hards:
Ignore negative modifiers for being outnumbered in close combat.
Hardened Fighters:
Guard Infantry gain +1 weapon skill and sentinels get +1 WS and +1 Attacks.
Independent Commissars:
Up to 3 Commissars may be taken as an elites choice and count as Independent Characters for +10 pts. a model.
Iron Discipline:
Using an officer with Iron discipline for pinning or morale tests ignore modifiers for being under half strength and may regroup even under half strength.
Veterans:
The 0-1 cap on veterans is removed.
Light Infantry:
Guardsmen without transport may role an additional dice when moving through terrain, infiltrate, and take a sniper rifle as a heavy weapon choice.
Sharp Shooters:
Any unit with a BS of three may re-role any ones. Does not work on plasma or sniper weapons.
Xenos Fighters:
Against Eldar /Dark Eldar /Orks/ Tyranids/ guard infantry and sentinels hit on a 3+ in close combat. Does not work against Independent characters, monstrous creatures, and vehicles.
______________________________________________________________________________
Veteran Doctrines:
Airborne:
Units may deep strike.
Veterans
The 0-1 cap on veterans is removed.
Special Operations:
May take 0-3 veterans as troops choices.
Jungle Warfare Specialists:
May see 12 inches through trees, 4 + cover save move at full speed through trees, infiltrate in woods, may take heavy flamer as a heavy weapon, may not take lascannons.
Urban Combat Specialists:
May see 12 inches through non tree obscuring terrain, May take a Storm Bolter as a special weapon, count any non forest 5+ terrain as 4+ terrain.
Amphibious Warfare Specialists:
Any Guardsmen squad may take a chimera.
Engineers:
Any Veteran squad may take a demo charge.
Corpsmen:
Any Veteran Sergeant may take a medi-pack and may use it as stated in medic rules.
Warp Fighters:
Against Traitor Guard, Lost And The Damned, Lesser Demons and Chaos Marines Veterans hit on a 4+ or better (if possible) in close combat.
______________________________________________________________________________
Mechanized Doctrines:
Mechanization:
All guard units must a chimera whether they normally can or not.
Ace Driver:
Does not take difficult terrain test for a six inch move through difficult terrain.
Evasive Driving:
If enemy troops assault vehicle on a turn it moved they all take a wound on a 4+ with saves allowed.
Overcharged Engines:
At the end of its move a unit with overcharged engines can try and go an extra 6 inches in a straight line. It must take a difficult terrain test which it must pass to make the extra movement. Passengers may not disembark or shoot in the turn it moves the extra 6.
Side Skirts:
The side armor of the vehicle is plus 1 but it may not be higher than the front or 13.
______________________________________________________________________________
Trench Warfare Specialist Doctrines:
Mine Fields:
For every guardsmen squad you may place a 2x5 inch piece of dangerous terrain.
Trench Works:
Any guard infantry squad that does not move from its starting placement location has a 3+ save.
Assault!:
Every guard infantry squad has furious charge.
Trench Gunners:
Guard Infantry may take Heavy Stubber as a heavy weapon and may take another heavy weapon instead of a special weapon.
Special Weaponry Units:
Guard Infantry may take a Sniper or heavy flamer as a heavy weapon.
Fog of War:
Non-ordinance weapons fired by enemy units use night fighting rules to hit a guard infantry unit with Fog of War.
______________________________________________________________________________
Armor Doctrines:
Armored Units:
May take Leman Russes as elite units in addition to heavy support.
Ace Gunners:
May re-role any ones with main weapons.
Ace Sponson Gunners:
May fire its sponsons at the enemy assaulting units at initiative 10.
Crush and Grind:
Units that are tank shocked by a tank wit crush and grind receive d6 strength 4 hits before resolving tank shock, they may take saving throws.
Tank Commander:
May take a leman Russ as a HQ choice. It has improved BS 4 and comes with Improved Communications.
______________________________________________________________________________
Heavy Artillery Doctrines:
Batteries:
May take Earthshaker Guns or Heavy Mortars as fast attack slots as well as heavy support.
Shock and Awe:
Units within 6 inches of a unit that is pinned due to ordinance is pinned on a 3+.
Master Gunners:
Ordinance only scatter D3 when Direct and D6 when indirect:
Bombardment:
Ordinance weapons may fire at the ground and make a 6 inch diameter craters that are 5+ cover and difficult terrain.
Preliminary Fire:
All ordinance units may fire before the first turn begins.
______________________________________________________________________________
Abhuman Doctrines:
Slave levies :
May be taken on IG infantry units, they gain feel no pain and slow and purposeful.
Afriel strain :
May be taken on IG infantry units, the unit gains And they shall know no fear. However all enemies gain preferred enemy while fighting against someone with this doc. As well no other abhuman doctrines may be taken on them on them ,you may not use Die hards ,iron discipline or chem inhalers on them and you may not use allies from Codex : DH, WH or AH (If it is written.)
Subhumans :
May be given to conscripts , the enemy is free to ignore the unit of subs and , even if they are closest , do not have to take a leadership test to aim at something else. However if the unit the enemy is shooting at traces fire through a unit of subs the targets gain a 5+ cover save (and if it is passed you don't lose any subs) . Also subs will never fall back if they fail a leadership test because of shooting. Instead they will be pinned ,though other units don't gain the cover save if they are pinned.
Gland warriors :
Any guard infantry may be given this. The unit gains fleet though if you roll a 6 a model is removed.
Ogryn Axillary:
May take Ogryns in 0-3 troop slots.
Ratling support:
May take Ratlings as Heavy support in addition to Elites.
______________________________________________________________________________
Cavalry Doctrines:
Mounted:
Guard Infantry Units count as cavalry for movement.
Lancers:
Rough Riders may be taken as Both Fast Attack and Elites.
Dragoons:
Lasguns are assault 2 instead of Rapid Fire.
Hussars:
Guard Infantry have Laspistol and CC weapon
Motorized:
Guard Infantry and Rough Riders count as fast vehicles for movement.
______________________________________________________________________________
Special Equipment:
Chem Inhalers:
Always test morale, leadership, and pinning with no negative modifies. If they fail a shooting test for 25% casualties they are pinned instead of falling back.
Cameleoline:
Add +1 to all cover saves.
Carapace:
4+ armor save.
Personal Shielding Devices:
6+ invulnerable save.
Warrior Weapons:
Any model without access to the armory may take either a Laspistol and CC weapon or two CC weapons.
Human Growth Hormones:
Guard Infantry have strength 4 due to steroid use.
Advanced Lasweapons:
Lasguns are now strength 4 Ap 6.Hellguns are now strength 4 Ap 5.
Thermal Vision: Guard Infantry gain acute senses.
______________________________________________________________________________
Restricted Troops:
Heavy Weapon Platoons, Priests, Storm troopers, Techpriest Enginseers, Ratlings, Sanctioned Psykers, Ogryns, Special Weapons, Conscripts, Rough Rides.
______________________________________________________________________________
Only For Mechanized, Armored, and Siege Units.
Salamanders, Destroyers, Vanquishers, Exterminators, Conquerors, Griffon Mortars.
This list is a replacement for the current list and obviously needs permission. It’s a slap in the face to those who want a simple codex a child could understand. It long Confusing and meant for both power gaming and detailed theming. It allows for IG to be the diverse soldiers of a million worlds they are in fluff but not on game boards.
Suggestions and thoughts appreciated as im typing an alternate codex based off this.