Training doctrines

On this page i will list Training doctrines, i will not link the lore, if you want the lore you'll have to read it in the respective resource book or find some other source for it. The rulebooks where these resources can be found will be Core rulebook = Core, Hammer of the Emperor HotE, Shield of Humanity = SoH. Regimental command Wiki = RcW.

If a training doctrine has special rules referring to regimental command it will be referenced at the end of that doctrine under "Regimental Command."

Close Order Drill: 2 Core

Defenders of the Faith: 2 SoH

Hardened Fighters: 2 Core

Snipers: 2 SoH

Crusaders: 3 SoH

Defenders of the Omnissiah: 3 SoH

Die-Hards: 3 Core

Favoured Foe: 3 Core

Guard doctrine: 3 RcW

Iron Discipline: 3 Core

Sappers: 3 SoH

Anti-Aircraft: 4 HotE

Anti-Armour: 4 HotE

Demolitionists: 4 SoH

Infiltrators: 4 HotE

Sharpshooters: 4 Core

Skirmishers: 4 HotE

Survivalists: 4 Core

Close Quarters Battle: 5 HotE

Heavy Lancers: 5 HotE

''' Close Order Drill. '''

Cost: 2

Talents: Combat Formation or Double Team

''' Defenders Of The Faith. '''

Cost: 2

Characteristics: +3 Willpower

Starting Skills: Common Lore (Ecclesiarchy), Common Lore (Imperial Creed)

Starting Talents: Unshakeable Faith

''' Hardened Fighters. '''

Cost: 2

Characteristics: +2 Weapon Skill

Starting Talents: Street Fighting

Standard Regimental Kit: The regiment can either replace its standard melee weapon with a Common (or more available) Low-Tech Weapon, or apply the mono upgrade to its standard melee weapon.

''' Snipers. '''

Cost: 2

Characteristics: +2 Ballistic Skill

Starting Talents: Marksman

Standard Regimental Kit: One long las and 4 charge packs or one sniper rifle and four clips per Player Character (Main Weapon).

''' Crusaders. '''

Cost: 3 points

Characteristics: +2 Weapon Skill

Starting Talents: Frenzy and Hatred (Choose one) or Peer (Ecclesiarchy)

''' Defenders Of The Ohmnissiah. '''

Cost: 3 points

Starting Aptitude: Tech

''' Die-Hards. '''

Cost: 3 points

Starting Aptitude: Toughness

''' Favored Foe. '''

Cost: 3 points

Starting Skills: Forbidden Lore (choose one†)

Starting Talents: Hatred (choose one†)

†When selecting this doctrine, a single enemy of the Imperium must be selected. The choice of Forbidden Lore speciality and Hatred must both reflect this choice of enemy.

''' Guard doctrine. '''

Cost: 3 point

Starting skills: Intimidate

Talents: New talent: Bodyguard

A bodyguard may use his reaction to throw himself in the way of an attack that would hit an ally (or VIP). To do this the character must have his reaction left, he must make a Challenging +0 Agility test and the VIP must be within half a move from the character. If the VIP is shot, the line of fire must be within half a move from the character. The GM is the final arbiter of if the character can get in the way in time.

If the test is made, the character leaps in the way of the attack and is hit instead, for simplicity in the same place where the VIP would be hit. Taking the full effects of the hit instead of the VIP, if a blast weapon was to have been centered on the VIP, it is now centered on the character, do note that since the character leapt in the way, the blast does not hit the VIP unless it completely vaporizes the character or otherwise reasonably would punch through the character. Bodyguard can be used to protect the VIP from a blast effect, if the character can reasonably position himself in a way so the blast would not reach the VIP or if he could get him out of the blast area or otherwise protect the VIP with his body.

Special: For an additional cost of 1 regimental creation point, the regiment adds a Carapace chestplate to its regimental standard kit, upgrading another armour in the chest zone if another armour is present. All player characters within the regiment also gets the Athletics skill.

''' Iron Discipline. '''

Cost: 3 points

Starting Aptitude: Willpower

''' Sappers. '''

Cost: 3 points

Characteristics: +2 Intelligence

Starting Skills: Security, Tech-Use, Trade (Technomat)

Starting Talents: Technical Knock

Standard Regimental Kit: One lascutter per Player Character.

Special: Sappers are trained to both build and disassemble fortifications, undermine walls, and similar duties. Characters from this regiment gain a +10 bonus to Tech-Use and Trade (Technomat) Tests to construct or disassemble a structure.

Regimental Command: Squads from this regiment count as Construction support squads and thus can build.

''' Anti-Aircraft. '''

Starting Aptitude: Ballistic Skill

Starting Talent: Storm of Iron

Special: Members of Anti-Aircraft regiments gain an additional +10 bonus to their Ballistic Skill to hit airborne targets such as aircraft, ships, and flying creatures.

Regimental Command: Favored Heavy weapons in this regiment can be used to provide AA cover the same way an AA support squad does. But the range might be limited. It is up to the game builder to provide reasonable ranges but a guide is the same square as the squad and +1 square for each 100 in range over 100. Never reaching further than a proper AA support squad.

''' Anti-Armour. '''

Cost: 4 points

Starting Skill: Common Lore (Tech)

Starting Talent: Tank Hunter

Special: Due to their special training and their encyclopaedic knowledge of enemy armoured vehicles and their strengths and weaknesses, Anti-Armour regiments are unparalleled tank-killers. Members of Anti-Armour regiments add an additional amount to the Penetration of their weapons equal to their Degrees of Success on the attack roll when attacking vehicles.

''' Demolitionists. '''

Cost: 4 points

Characteristics: +2 Intelligence

Starting Skills: Tech-Use, Operate (Surface)

Starting Talents: Nerves of Steel

Standard Regimental Kit: One Cyclops demolition vehicle per Squad, and one respirator and one-kg demolition charge per Squad Member.

Special: Due to their training and experience, characters from a demolitionists regiment gain an additional +10 bonuses to Tech-Use Tests made for the Demolitions special use of the Skill.

''' Infiltrators. '''

Cost: 4

Starting Skill: Stealth

Starting Talents: Blind Fighting

Special: Infiltrators are extremely adept at slipping past the enemy, and use every distraction and dirty trick in the book to this end. When two or more characters from a Squad with this Doctrine are called upon to make a Stealth Test, one of the characters making the Test may choose to make his Test at a –10 penalty. If he succeeds, one other character making the Test may use the first character’s Agility Characteristic for the Test instead of his own. The characters must be within 10 metres of one another to use this ability.

Regimental Command: Squads from this regiment count as Scouts support squads.

''' Sharpshooters. '''

Cost: 4 points

Starting Aptitude: Ballistic Skill

Starting Talents: Deadeye Shot

''' Skirmishers. '''

Cost: 4

Starting Aptitude: Agility

Starting Talent: Skilled Rider or Ambush

Special: Skirmishers are adept at using terrain and the speed of their mounts to devastating effect, and are masters of strike-and-fade tactics. When member of a Skirmisher regiment hits a Surprised or Unaware target as part of a Strike and Fade Mounted Special Action, he increases the distance his Mount can move after the attack by a number of metres equal to his Mount’s Agility Bonus (see page 134).

Regimental Command: Squads from this regiment count as Scouts support squads.

''' Survivalists. '''

Cost: 4 points

Starting Aptitude: Agility

Special: When selecting this doctrine, nominate a single type of terrain—Desert, Jungle, Tundra, Ash Wastes, Urban Ruins, etc. When operating in that kind of terrain, characters from a regiment with this Doctrine can re-roll failed Survival and Navigate (Surface) Skill Tests.

''' Close-Quarters Battle. '''

Cost: 5

Starting Talent: Double Team or Combat Master

Standard Regimental Kit: 1 lascarbine (Main Weapon) with four charge packs and the Compact modification per Player Character, 1 mono knife per Player Character, 1 suit of light carapace armour per Player Character.

Special: Members of regiments that specialise in Close Quarters Battle gain an additional +10 bonus to all Ballistic Skill Tests made at Point-Blank Range.

Regimental Command: Squads from this regiment count their point blank bonus in exchanges with terrain that is "Confined", factories, bunkers, trenches, cities etc'.

''' Heavy Lancers. '''

Cost: 5

Aptitude: Weapon Skill

Starting Talent: Unstoppable Charge

Standard Regimental Kit: 1 mono great spear (a great weapon) or 1 hunting lance per Player Character.

Special: Heavy Lancers excel at the charge and train extensively for this purpose. Members of a Heavy Lancer regiment increase the distance their Mounts can move as part of a Crushing Charge Mounted Special Action by a number of metres equal to twice the Mount’s Agility Bonus (see page 132).