REGIMENTAL DOCTRINES

Although there is a great deal of standardization within the Imperial Guard, there are many regimental traditions and skills peculiar to each home world that make many regiments slightly different. It is this widespread diversity that produces the myriad of different colours and flavours of Imperial Guard troopers and regiments. To account for this diversity and to allow players to use the army list to produce their own specialized regiments, we have introduced a system called "Doctrines".

Doctrines are variations in training and organization that have an effect on the way a regiment fights. They are only useful if you want your army to represent a particular regiment with minimal external support. Using the full list without Doctrines is always a valid option and is perfectly representative of any number of regiments from Cadian Shock Troops to Catachan Jungle Fighters to Drookian Fen Troopers.

So, let's say you wish to have an army heavily influenced by the mysterious Adeptus Mechanicus. Perhaps the force in question was created entirely by their half-man, half-machine masters to be more like them. Looking through the four Doctrine Categories and all the options contained therein, you'll find plenty of choices. However, you are only able to spend up to five Doctrine points in order to create the army. Such is the penalty of specialization! Here is how you could spend the five points:

RESTRICTED TROOPS: Enginseers
The army can now include Tech-Priest Enginseers.

ALTERNATE ORGANIZATION: Mechanized
Infantry must be entirely mounted in Chimeras.

SKILLS AND DRILLS: Sharpshooters
Infantrymen have been enhanced with targeters.

SPECIAL EQUIPMENT: Carapace armour
Infantrymen have carapace armour instead of flak armour.

SPECIAL EQUIPMENT: Cyber-Enhancement
Infantrymen have a 6+ invulnerable save.

Of course, all these cool upgrades are going to cost you big. The base cost for an Infantry squad under this list would be 110 points + 70 more for the Chimera. Also, by spending lots of Doctrine points on neat stuff like carapace armour instead of making more restricted troops available, you are going to have a slim selection of unit choices.

You really have to play a game of checks and balances in your head as you design an army under the optional Doctrines system. It's easy to get carried away and go overboard on one Doctrine. Nevertheless, the beauty of this system is that it allows players the freedom to customize their armies as they see fit!

Armies of the Warhammer 40,000 Universe
Black Templars
Dark Angels Orks
Catachans
Dark Eldar Space Marines
Chapter Approved
Eldar Tau
Chaos Space Marines Imperial Guard Tyranids
Daemonhunters Necrons Witch Hunters