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Experimental Rules for Regiment Selection:

Armoured Regiment:
● Primary: Jury-rigged Repairs
○ At the start of your turn, if a Vehicle model with this doctrine has lost any
wounds, it can regain up to 1 lost wound.

Choose between one of the secondaries below:


● Gunnery Experts:
○ 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.
● Relic Plating:
○ Vehicle (excluding Vehicles with 9 wounds or less) models have a 6+
invulnerable save.
● Spotter Details:
○ Add 6" to the Range characteristic of Heavy weapons with a range of at least
24" that models with this doctrine are equipped with.

Artillery Regiment:
● Primary: Gunnery Experts
○ 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.

Choose between one of the secondaries below:


● Combined Auspex:
○ When resolving a Shooting attack made by a Regiment Vehicle unit with this
doctrine whilst within 3" of another friendly Regiment Vehicle unit, the target of
this Shooting attack does not receive the benefit of cover.
● Camo-netting:
○ When resolving an attack made with a ranged weapon against a Vehicle
(excluding Vehicles with 9 wounds or less) model with this doctrine, if that unit
did not Move in its previous Movement phase, it is treated as receiving the
benefit of cover to its saving throws.
● Experienced Artillerists:
○ When resolving an attack made with an Artillery Weapon by a Vehicle model
with this doctrine against a unit that is within half range, an unmodified hit roll
of 6 scores 1 additional hit.
Cavalry Regiment:
● Primary: Agile Warriors
○ When an Infantry or Cavalry unit with this doctrine Advances or Charges, you
can re-roll the dice.

Choose between one of the secondaries below:


● Cyber-steed:
○ Cavalry units have a 6+ invulnerable save. If a model already has an
invulnerable save it is improved by 1 (to a maximum of 4+).
● Hardened Fighters:
○ Infantry, Cavalry, and Sentinel units may re-roll to Hit rolls of 1 in the Fight
phase.
● Thoroughbred Steeds:
○ Cavalry units may still charge even after Advancing.

Deathworld Regiment:
● Primary: Deathworld Physiology
○ Infantry and Cavalry units with this doctrine add 1 to their Strength
characteristic.

Choose between one of the secondaries below:


● Hardened Fighters:
○ Infantry, Cavalry, and Sentinel units may re-roll to Hit rolls of 1 in the Fight
phase.
● Monster Hunter:
○ When resolving an attack made with a Heavy weapon by a model with this
doctrine against a Monster or Vehicle unit, an unmodified wound roll of 6
inflicts 1 mortal wound on the target in addition to any other damage.
● Wilderness Survivors:
○ When resolving an attack made with a ranged weapon against an Infantry or
Cavalry 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.

Drop Regiment:
● Primary: Drop Troops
○ Infantry units (excluding conscripts) with this doctrine gain the Aerial Drop
ability.

Choose between one of the secondaries below:


● Carapace Armour:
○ Infantry units (excluding conscripts) improve their armour save to a 4+.
● Disciplined Shooters:
○ Infantry units with this doctrine can add 6" to the maximum range of Assault
or Rapid Fire weapons they fire which would normally have a range of 18" or
more.
● Lightweight Construction:
○ Infantry units do not suffer the penalty for moving and firing Heavy weapons.

1
Feudal Regiment:
● Primary: Lord’s Approval
○ When resolving an attack made with a melee weapon by a Infantry or Cavalry
model with this doctrine whilst within 6" of a friendly Officer model, improve
the Armour Penetration characteristic of that weapon by 1 for that attack (e.g.
AP 0 becomes AP -1). In addition, they can add 1 to their Leadership
characteristic if they are within 6" of a friendly Officer.

Choose between one of the secondaries below:


● Agile Warriors:
○ When an Infantry or Cavalry unit with this doctrine Advances or Charges, you
can re-roll the dice.
● Warrior Weapons:
○ Infantry units swap their lasguns for laspistols and chainswords. Infantry
models already equipped with a pistol and chainsword gain 1 to their Attack
characteristic (this still applies even if that model upgrades their chainsword
to a powersword or powerfist).
● Wilderness Survivors:
○ When resolving an attack made with a ranged weapon against an Infantry or
Cavalry 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.

Heavy Infantry Regiment:


● Primary: Carapace Armour
○ Infantry units (excluding conscripts) improve their armour save to a 4+.

Choose between one of the secondaries below:


● Cyber-enhancement:
○ Infantry units have a 6+ invulnerable save. If a model already has an
invulnerable save it is improved by 1 (to a maximum of 4+).
● Disciplined Shooters:
○ Infantry units with this doctrine can add 6" to the maximum range of Assault
or Rapid Fire weapons they fire which would normally have a range of 18" or
more.
● Hot-shot Weapons:
○ Infantry units (excluding conscripts) swap their laspistols for hot-shot
laspistols, and lasguns for hot-shot lasguns.

2
Heavy Tank Regiment:
● Primary: Extra Armour
○ Tank models add 2 to their Wounds characteristic (these additional wounds
do not count towards the Wound thresholds in secondary missions).

Choose between one of the secondaries below:


● Camo-netting:
○ When resolving an attack made with a ranged weapon against a Vehicle
(excluding Vehicles with 9 wounds or less) model with this doctrine, if that unit
did not Move in its previous Movement phase, it is treated as receiving the
benefit of cover to its saving throws.
● Relic Plating:
○ Vehicle (excluding Vehicles with 9 wounds or less) models have a 6+
invulnerable save.
● Spotter Details:
○ Add 6" to the Range characteristic of Heavy weapons with a range of at least
24" that models with this doctrine are equipped with.

Hiveworld Regiment:
● Primary: Slum Fighters
○ When resolving an attack made with a melee weapon by an Infantry, Cavalry,
or Sentinel model with this doctrine, an unmodified hit roll of 6 scores 1
additional hit.

Choose between one of the secondaries below:


● Chem-Inhaler:
○ Each time a Combat Attrition test is taken for a unit with this doctrine, halve
the number of models that flee from that unit (rounding fractions down).
● Cyber-enhancement:
○ Infantry units have a 6+ invulnerable save. If a model already has an
invulnerable save it is improved by 1 (to a maximum of 4+).
● Press Gang Leaders:
○ When resolving an attack made with a melee weapon by an Officer model
with this doctrine in a turn in which it made a charge move, was charged, or
performed a Heroic Intervention, re-roll hit rolls and wound rolls of 1.

3
Hunter-killer Regiment:
● Primary: Fire and Maneuver:
○ If a Vehicle model with this doctrine Advances, until the end of the turn, the
Type characteristic of any Heavy weapons it is equipped with is changed to
Assault (e.g. a Heavy D6 weapon becomes an Assault D6 weapon).

Choose between one of the secondaries below:


● Big-game Hunters:
○ Each time a sentinel unit makes an attack with a range weapon against a
Vehicle or Monster unit, add 1 to that attack's hit roll.
● Jury-rigged Repairs
○ At the start of your turn, if a Vehicle model with this doctrine has lost any
wounds, it can regain up to 1 lost wound.
● Pyromaniacs:
○ When resolving an attack made with a flamer, heavy flamer, twin heavy
flamer, inferno cannon and inferno gun by a model with this doctrine, you can
re-roll a wound roll of 1.

Light Infantry Regiment:


● Primary: Cameleoline Cloaks
○ Your opponent must subtract 1 from their hit rolls when shooting at Infantry
units (excluding conscripts) with this doctrine if they are more than 12" away.

Choose between one of the secondaries below:


● Disciplined Shooters
○ Infantry units with this doctrine can add 6" to the maximum range of Assault
or Rapid Fire weapons they fire which would normally have a range of 18" or
more.
● Fire from the Hip:
○ If a unit with this doctrine Advances, it can ignore the penalty for firing Assault
weapons and treats all Rapid Fire weapons it is armed with as Assault
weapons until the end of the turn (e.g. a Rapid Fire 1 weapon is treated as an
Assault 1 weapon).
● Sharpshooters:
○ Infantry units re-roll hit rolls of 1 in the Shooting phase when firing Assault
and Rapid Fire weapons provided they did not Move in the Movement phase.
In addition shooting attacks with Sniper Rifles add 1 to that attack's hit roll
provided the model did not Move in the Movement phase.

4
Line Infantry Regiment:
● Primary: Disciplined Shooters
○ Infantry units with this doctrine can add 6" to the maximum range of Assault
or Rapid Fire weapons they fire which would normally have a range of 18" or
more.

Choose between one of the secondaries below:


● Fire from the Hip:
○ If a unit with this doctrine Advances, it can ignore the penalty for firing Assault
weapons and treats all Rapid Fire weapons it is armed with as Assault
weapons until the end of the turn (e.g. a Rapid Fire 1 weapon is treated as an
Assault 1 weapon).
● Las Drill:
○ When an Infantry unit resolves an attack made with a laspistol, lasgun,
hot-shot laspistol, hot-shot lasgun, multi-laser, or lascannon with this doctrine
against a unit that is within half range, an unmodified hit roll of 6 scores 1
additional hit.
● Sharpshooters:
○ Infantry units re-roll hit rolls of 1 in the Shooting phase when firing Assault
and Rapid Fire weapons provided they did not Move in the Movement phase.
In addition shooting attacks with Sniper Rifles add 1 to that attack's hit roll
provided the model did not Move in the Movement phase.

Mechanised Regiment:
● Primary: Assault Ramps
○ Transport Vehicle (excluding Vehicles with 9 wounds or less) models have the
Assault Vehicle ability.

Choose between one of the secondaries below:


● Carapace Armour
○ Infantry units (excluding conscripts) improve their armour save to a 4+.
● Gunnery Experts:
○ 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
○ At the start of your turn, if a Vehicle model with this doctrine has lost any
wounds, it can regain up to 1 lost wound.

5
Reconnaissance Regiment:
● Primary: Recon Experts
○ At the start of the first battle round but before the first turn begins, you can
move Infantry units (excluding conscripts) with this doctrine up to 6". It cannot
end this move within 9" of any enemy models.

Choose between one of the secondaries below:


● Fire from the Hip:
○ If a unit with this doctrine Advances, it can ignore the penalty for firing Assault
weapons and treats all Rapid Fire weapons it is armed with as Assault
weapons until the end of the turn (e.g. a Rapid Fire 1 weapon is treated as an
Assault 1 weapon).
● Lightweight Construction:
○ Infantry units do not suffer the penalty for moving and firing Heavy weapons.
● Wilderness Survivors:
○ When resolving an attack made with a ranged weapon against an Infantry or
Cavalry 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.

Siege Regiment:
● Primary: Iron Discipline
○ Each time a Combat Attrition test is taken for a unit with this doctrine, ignore
any or all modifiers. In addition, they can add 1 to their Leadership
characteristic if they are within 6" of a friendly Officer.

Choose between one of the secondaries below:


● Disciplined Shooters
○ Infantry units with this doctrine can add 6" to the maximum range of Assault
or Rapid Fire weapons they fire which would normally have a range of 18" or
more.
● Gunnery Experts:
○ 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.
● Sharpshooters:
○ Infantry units re-roll hit rolls of 1 in the Shooting phase when firing Assault
and Rapid Fire weapons provided they did not Move in the Movement phase.
In addition shooting attacks with Sniper Rifles add 1 to that attack's hit roll
provided the model did not Move in the Movement phase.

6
Super-heavy Tank Regiment:
● Primary: Superior Metallurgy
○ Each time a Super-heavy Tank model with this doctrine would lose a wound,
roll one D6: on a 6, that wound is not lost.

Choose between one of the secondaries below:


● Death Before Dismount
○ Super-heavy Tank models with this doctrine whose characteristics can
change as they suffer damage are considered to have double the number of
wounds remaining for the purposes of determining what those characteristics
are.
● Gunnery Experts:
○ 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.
● Renown Crews:
○ Super-heavy Tank models gain the Character keyword. In addition
Super-heavy Tank models add 2 to their Wounds characteristic (these
additional wounds do not count towards the Wound thresholds in secondary
missions).

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