Post by syphon on Dec 28, 2007 5:05:30 GMT -5
Hello all, and welcome to this thread.
Here, I will post the doctrines I came up with over the course of this christmas weekend away. Most are just ideas, and not completely fleshed yet. Comments and corrections are welcome. Keep in mind that I am not a player, so some of this might not be feasible/logical. Also, how I write it down here is how my notes were written. Clarification is available on demand. Enjoy!
Drills:
Independent Advisors: Same as Commissars made independent, but in this case, could be ANY advisor. One doctrine point per type.
Hive gangers: Less technology
Cavalry regiment: Rough Riders may be taken as a troops choice, but without hunting lance.
Planet Type: Agri, forge, ecclesiarchal, hive, high gravity, low gravity. Influences troop types available from the start. Might cost multiple doctrine points. Used in conjunction with restricted troops. Here's how it works:
You know how if you choose to work with doctrines, certain kinds of units are restricted? If you for instance choose to field a hive army, conscripts are allowed automatically.
Restricted Troops:
Lobotomised Orks: Reduced statline, reduced initiative, most likely.
Equipment:
Suicide Bombers: Demo charge stats, without scatter?
Attack dogs: An extra attack for officer
Cyber dogs: An extra wound (much like bionics, but perhaps with an extra attack or something as well)
Different lasgun patterns: Applied to the entire army. Patterns have an effect on range, possibly strength. Rapid Fire rule added/removed to some.
Different Hellhound patterns: Different kinds of chemical mixtures. Might be standard promethium, but could also but a spreading kind of fire that sets others alight. >)
"Zzzap" Chimera
"Zzzap" troopers
Gas-based attacks.
Flame barriers (as per the dragon tank in C&C: Generals. Possible to move through, but will take a wound when done so. Tanks move through without trouble)