Skills and Drills
These abilities represent techniques developed initially by veteran troops, which are then incorporated into the regiment's regular training drills to ensure successive generations of troops learn from their predecessors. Additionally some abilities are a consequence of the homeworld on which the regiment was raised.
Die-Hards The regiment is so firmly indoctrinated into the Imperial faith and its own martial traditions that they will stand against overwhelming odds. Any Imperial Guard Infantry unit or Rough Rider squadron may be given this ability at a cost of +5 points. Die-hard squads do not count negative Morale modifiers for being outnumbered in close combat.
May not be combined with Special Equipment: Chem-inhalers.
Iron Discipline On many worlds of the Imperium, nobles are raised from birth to be officers. They have an air of confidence and authority that keeps their troops fighting to the last man. Any unit using the Leadership characteristic of an Officer or Senior Officer with the Iron Discipline ability, for a Morale or Pinning test ignores the -1 modifier for being under half strength and may regroup even if below half strength. Any Officers can be given this ability for +5 points each.
May not be combined with Special Equipment: Chem-inhalers.
Independent Commissars Rather than using Commissars as Advisors, some regiments give them a free hand to roam the battlefield. These Commissars act as independent characters with 1-3 forming a single Elite choice. They are deployed as a single unit but do not need to be placed together and operate independently during the game. Commissars cannot be used both as an Elite and HQ choice. Every Commissar selected costs +10 points.
Close Order Drill Members of the regiment are thoroughly drilled in fighting in dense formations where they can present a hedge of blades, bayonets and clubbed lasguns at the enemy. This drill is only used by units in standard Infantry Platoons and Conscript Infantry Platoons. To perform close order drill all the models in the unit must be in base to base contact.
While in close order all models in the unit has +1 Leadership and +1 Initiative. Note that the Leadership bonus only applies when the unit's own Leadership is used (rather than that of an Officer within 12" for example).
Diagram: Two illustrated infantry units are shown side by side — one with all models in base-to-base contact (qualifying for Close Order Drill) and one without (not qualifying). Caption: "In this case, the unit above would be able to benefit from the Close Order Drill rule, but the unit below would not."
Hardened Fighters The regiment is recruited from particularly violent societies and backgrounds, and are particularly adept hand-to-hand combatants. Hardened Fighters add 1 to their WS. Sentinels additionally gain +1 Attack as their machine is fitted with chainsaw blades, rams and other accoutrements. This Doctrine is available to any Guard Infantry squad for +15 points per unit or to a Sentinel squadron at a cost of +10 points per Sentinel.
Errata — Chapter Approved: Codex: Imperial Guard Q&A (v1.0): Despite the "Guard Infantry SQUADS" wording above, Hardened Fighters uses the broader 'Guard Infantry' definition — it just happens that it must be purchased separately for each individual squad, rather than once for the whole army.
Jungle Fighters The regiment's members are recruited from a world with extensive thick forest or jungle. Any Guard Infantry unit can be upgraded to Jungle Fighters at +10 points per unit. Jungle Fighters gain the following benefits:
- Can see 12" through forest or jungle terrain;
- Receive a 4+ Cover save when in forest or jungle terrain;
- Move at full speed in forest or jungle terrain;
- May Infiltrate if the mission permits and they deploy in woods or jungle;
- Any Infantry squad normally able to include a heavy weapon team but not including one can upgrade a single Guardsman to carry a heavy flamer at +15 points instead;
- Jungle fighter units may never include lascannons.
This specialisation will lead a regiment to abandon bulky flak armour for a simple flak vest instead. All units taking this Doctrine reduce their Armour save from 5+ to 6+.
May not be combined with Special Equipment: Cameleoline or Special Equipment: Carapace Armour.
Light Infantry The regiment is renowned for its stealth. This Doctrine is available to any Guard Infantry unit without a transport vehicle at +10 points per unit. A unit with this ability:
- Rolls an additional dice when determining how far they can move through difficult terrain;
- May infiltrate if the mission permits;
- May, if they are a normal Infantry Platoon squad that could include a heavy weapon team but chooses not to, upgrade a single Guardsman's lasgun to a sniper rifle at +5 points.
May not be combined with Special Equipment: Carapace Armour or Mechanised.
Sharpshooters Sometimes war has been a way of life for successive generations of the regiment, and consequently they are formidable marksmen, having undergone military training from an early age. Any Guard Infantry model with a BS of 3 may make a single re-roll of a shooting to hit roll of 1. The Sharpshooter ability has no effect when firing plasma weapons (which few men survive using long enough to master) or sniper rifles (where the slightest inaccuracy ruins the shot). This ability costs 10 points for a unit and can be applied to any Guard Infantry unit with at least one BS3 model.
Errata — Chapter Approved: Codex: Imperial Guard Q&A (v1.0): "A single re-roll" means a given die cannot be re-rolled more than once — it does not limit how many dice in total can be re-rolled. A rapid-firing squad rolling all its to-hit dice together may re-roll any and all 1s among them.
Xeno-Fighters After numerous wars, the regiment has learnt how to combat particular types of xeno. The permissible types are Orks, Eldar (including Dark Eldar), and Tyranids. Any Guard Infantry unit or Sentinel squadron may be upgraded to Xeno-fighters (you must specify the type of xeno) at a cost of +5 points per infantry unit or Sentinel.
When in close combat with any enemy of that race with a WS attribute, Xeno-fighters hit on 3+ regardless of respective Weapon Skill values.
This advantage does not apply if the enemy has the independent character, Tyranid Monstrous Creature or Monstrous Creature rule. Too few men survive their first confrontation with such dangerous xenos to build real expertise.
The type of xenos species the regiment specialises in fighting must be apparent from trophies such as helmets/heads suspended from belts and vehicles or special standards. Some form of representation of the race in question on the regiment's members is mandatory for this Doctrine. It is absolutely unacceptable to simply switch specialisation to match your next opponent.
Veterans The regiment has been in service for several campaigns and includes a far higher ratio of Veterans than normal. The normal 0-1 limit on Hardened Veteran units does not apply to this regiment.