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Now, I have heard of a White Dwarf issue that had 5 or so new doctrines for us, but they were mostly crap. I want to know what these doctrines are and if possible, what they do. The thought has been bugging me for a while, that we have several more *mystical* and unknown doctrines available.
Father Mulcahy: Just as the Lord said to Noah, "Everything in pairs."
Pierce Hawkeye: Of course the Lord was holding three aces at the time.
The abhuman doctrines were released a while ago in white dwarf, two or three years, but if not them then I don't know what?
If a thousand monkeys worked a thousand typewriters for a thousand years, we might get some rules without mistakes!
You had to use 1 doctrine slot to unlock Abhumans in your army, you then must spend another doctrine point to use the doctrine you wanted in the first place (so you start off with only 3 slots left open)
the Doctrines pretty much just used game mechanics that already existed but were not part of the Imperial guard.
the different things they addeded where:
Imperial gaurdsmen with furious charge
Imperial guardsmen with "And they shall know no fear" (this is the 1 i use)
Imperial gaurdsmen get fleet but lose 1 guy if they roll a 6
Imperial guardsmen give a 4+ cover save to units behind them
Ogryns lose their bolt gun get 2 CCW and become troop choices
That list is off the top of my head so dont expect it to be 100% if i find the white dwarf that contained these rules ill post the WD #
"Thank him who puts me loath to this revenge on you who wrong me not for him who wrongd"
I think they also introduced, in one of the Creature Feature articles, a Xeno Mounts doctrine.
Basically, it had +S/T/Sv, or at least some of those, but couldn't fleet.
FABRICATI DIEM, PVNC
whoa these sound pretty cool, more like chaos guard but still sweet. I want a true chaos guard army, why should the space marines get all the fun? regular humans hate the emperor too.
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