Professional Documents
Culture Documents
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.
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.
Deathworld Regiment:
● Primary: Deathworld Physiology
○ Infantry and Cavalry units with this doctrine add 1 to their Strength
characteristic.
Drop Regiment:
● Primary: Drop Troops
○ Infantry units (excluding conscripts) with this doctrine gain the Aerial Drop
ability.
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.
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).
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.
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).
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.
Mechanised Regiment:
● Primary: Assault Ramps
○ Transport Vehicle (excluding Vehicles with 9 wounds or less) models have the
Assault Vehicle ability.
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.
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.
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.