IG:n uudet doktriinit
Lähetetty: Su 10.08.2003 00:39
Eternity gatessa oli IG:n uudet doktriinit, eli siis tulevassa codexissa oleva armeijan kustomointisysteemi. Pelaaja voi ostaa viisi doktriinia. Pidemmittä puheitta:
"The doctrines work as follows:
You're allowed five doctrine points to define your regiment's
specialisations.
"All the "restricted" unit tpyes are unavailable (leaving you with a
very basic HQ, troop platoon, tank, veteran and sentinel kind of
organisation),unless you spend doctrine points "buying back" the units.
Restricted Units
Priests
Techpriest Enginseers
Sanctioned Psykers
Storm Trooper squads
Ratling squads
Ogryn squads
Special Weapon squads
Conscript Platoons
Rough Rider Squads
Heavy Weapon platoons
The next category of doctrine is the Regimental Organisation type.
Drop Troops - Allowing any infantry or sentinels to deep strike
Grenadiers - 0-3 Storm Trooper squads can be used as Troops (without being allowed to Deep Strike or Infiltrate
Mechanised - All infantry must take Chimeras whether or not they are usually allowed
Next is Skills and Drills
Die-hards - no negative morale modifiers for being outnumbered in Close Combat
Iron Discipline - Same as in C:EoT. Officers get the ability for # points.
Independent Commissars - Commissars are independent characters, with 1-3 forming a single elite choice. Deploy as a single unit, but operate independently and go not need to be placed together. Cannot be used as both elite and HQ. Each Commissar costs +# points.
Close Order Drill - When all models have base-to-base
contact,+1 Initiative and Leadership (leadership bonus only applies when uint isusing its own Ld).
Hardened Fighters - +1 to WS. Sentinels get +1 attack, as they have chainsaws, rams, etc. Availble to any infantry squad for +# points, and Sentinels at +# per Sentinel.
Jungle Fighters - +# points per unit; see 12" through forest,
recieve 4+ cover save in forest, move at full speed in aforementioned forest, infiltrate and deploy in forest, can take a heavy flamer instead of a heavy weapon, may never use Lascannons, Armour save reduces to 6+.
Light Infantry - +# per unit, no transports; roll additional dice to
determine movement through difficult terrain, infiltrate, may have a sniper rifle instead of heavy, for normal infantry squads.
Sharpshooters - same as in C:EoT
Xeno-Fighters - Any guard infantry or sentinels get this at #+ per
sentinel or infantry unit. These guys hit with a 3+ regardless of respective WS values, when fighting a particular alien race (Eldar, including Dark Eldar, Orks and 'Nids). Doesn't apply against Monstrous Creatures or IC. The Xenos must be apparent on the model by representation on the regiment (heads,
trophies, etc.) Not acceptable to switch specialisation to match opponent's
army.
Veterans - 0-1 limit on Hardened Vets. is removed.
The last bit is Special Equipment
Chem-inhaler - naughty undisciplined types using narcotics in their
rebreathers. This confers a bonus of ignoring negative modifiers for Morale Leadership and Pinning tests. If they fail a morale check for 25% shooting casualties, they count as pinned rather than falling back. +# per unit
Cameleoline - +1 to cover save, +# per unit
Carapace armour - +# points per unit, 4+ armour save
Cyber-enhancement - +# per unit. Invulnerable save of 6.
Warrior Weapons - Any model without access to the armoury and
normally armed with a lasgun gets a laspistol and CCW, or two CCWs, at +# points per model"
Jos tästä oli jo topicci, unohtakaa. Jos ei, luulisin, että kiinnostaa.
+++EDIT+++
Niin, nämä on käännetty englanniksi GW:n espanjankielisiltä sivuilta löytyvästä listasta.
"The doctrines work as follows:
You're allowed five doctrine points to define your regiment's
specialisations.
"All the "restricted" unit tpyes are unavailable (leaving you with a
very basic HQ, troop platoon, tank, veteran and sentinel kind of
organisation),unless you spend doctrine points "buying back" the units.
Restricted Units
Priests
Techpriest Enginseers
Sanctioned Psykers
Storm Trooper squads
Ratling squads
Ogryn squads
Special Weapon squads
Conscript Platoons
Rough Rider Squads
Heavy Weapon platoons
The next category of doctrine is the Regimental Organisation type.
Drop Troops - Allowing any infantry or sentinels to deep strike
Grenadiers - 0-3 Storm Trooper squads can be used as Troops (without being allowed to Deep Strike or Infiltrate
Mechanised - All infantry must take Chimeras whether or not they are usually allowed
Next is Skills and Drills
Die-hards - no negative morale modifiers for being outnumbered in Close Combat
Iron Discipline - Same as in C:EoT. Officers get the ability for # points.
Independent Commissars - Commissars are independent characters, with 1-3 forming a single elite choice. Deploy as a single unit, but operate independently and go not need to be placed together. Cannot be used as both elite and HQ. Each Commissar costs +# points.
Close Order Drill - When all models have base-to-base
contact,+1 Initiative and Leadership (leadership bonus only applies when uint isusing its own Ld).
Hardened Fighters - +1 to WS. Sentinels get +1 attack, as they have chainsaws, rams, etc. Availble to any infantry squad for +# points, and Sentinels at +# per Sentinel.
Jungle Fighters - +# points per unit; see 12" through forest,
recieve 4+ cover save in forest, move at full speed in aforementioned forest, infiltrate and deploy in forest, can take a heavy flamer instead of a heavy weapon, may never use Lascannons, Armour save reduces to 6+.
Light Infantry - +# per unit, no transports; roll additional dice to
determine movement through difficult terrain, infiltrate, may have a sniper rifle instead of heavy, for normal infantry squads.
Sharpshooters - same as in C:EoT
Xeno-Fighters - Any guard infantry or sentinels get this at #+ per
sentinel or infantry unit. These guys hit with a 3+ regardless of respective WS values, when fighting a particular alien race (Eldar, including Dark Eldar, Orks and 'Nids). Doesn't apply against Monstrous Creatures or IC. The Xenos must be apparent on the model by representation on the regiment (heads,
trophies, etc.) Not acceptable to switch specialisation to match opponent's
army.
Veterans - 0-1 limit on Hardened Vets. is removed.
The last bit is Special Equipment
Chem-inhaler - naughty undisciplined types using narcotics in their
rebreathers. This confers a bonus of ignoring negative modifiers for Morale Leadership and Pinning tests. If they fail a morale check for 25% shooting casualties, they count as pinned rather than falling back. +# per unit
Cameleoline - +1 to cover save, +# per unit
Carapace armour - +# points per unit, 4+ armour save
Cyber-enhancement - +# per unit. Invulnerable save of 6.
Warrior Weapons - Any model without access to the armoury and
normally armed with a lasgun gets a laspistol and CCW, or two CCWs, at +# points per model"
Jos tästä oli jo topicci, unohtakaa. Jos ei, luulisin, että kiinnostaa.
+++EDIT+++
Niin, nämä on käännetty englanniksi GW:n espanjankielisiltä sivuilta löytyvästä listasta.