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Helicon_One
28-12-2005, 15:31
As came up in Boogle's other thread on IG doctrines, I've been working on ideas for a more extensive system of Regimental Organisations to allow for more specialised Guard formations. Think of them as 'major Doctrines' compared to the current 'minor' doctrines if that helps make more sense of them. If Boogle is up for it, I'd like to make the Regimental Organisations compatable with the revised Doctrine list he is working on. Either way, here goes. Comments welcome:

INTRODUCTION
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Regimental Organisations:

As an Imperial Guard player you may, if you wish, expend 2 Doctrine Points on a single Regimental Organisation. Regimental Organisations are mutually exclusive, so you may not purchase more than one for your army. If you purchase a Regimental Organisation, the standard Restricted Troops doctrines no longer apply - however your chosen Regimental Organisation will lock out certain unit options, and you may NOT expend remaining Doctrine points to allow them to be selected. In addition, your chosen Regimental Organisation will prevent you from choosing certain Doctrines for your army, and may also either limit certain items or make them compulsory.

[Note that the following Doctrines have been absorbed into the Regimental Organisations lists, and may no longer be selected: Light Infantry, Camaleoline, Cyber Enhancement. In addition, the existing Alternate Regimental Organisations Doctrines in the Imperial Guard Codex (Drop Troops, Grenadiers, Mechanised) are no longer available.]

The Regimental Organisations rules are divided into 6 parts:

- Restrictions: A list of units, doctrines and/or equipment that may no longer be included in your Regiment, or is restricted to certain quantities or unit types.

- New Equipment: Rules for any new additions to the Regimental Armoury

- Unit Modifications: This section includes any compulsory upgrades, alterations to equipment lists or abilities you must make for any of your units, alongside the relevant points costs.

- New Unit Options: Any new optional upgrades or modifications for your squads which are not available in the standard Imperial Guard Codex.

- New Unit(s): Any new unit types which are exclusively available to the chosen Regimental Organisation.

- Special Rules: Any special rules that apply to an Imperial Guard army using that Regimental Organisation.
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Helicon_One
28-12-2005, 15:33
DROP TROOPERS:
Drop Troop Regiments are highly specialised, deploying entirely from the air via grav-chute or parawing, taking advantage of the element of surprise to intercept enemy offensives or capture strategic positions.

RESTRICTIONS:
- A Drop Trooper Regiment cannot make use of the following Doctrines: Close Order Drill, Jungle Fighters, Chem Inhaler, Warrior Weapons. In addition the following unit types are locked out of a Drop Trooper Regiment: Sanctioned Psykers, Priests, Ogryns, Ratling Squad, Conscript Platoon, Armoured Fist Squad, Hellhound, Rough Rider Squadron, Leman Russ Battle Tank, Leman Russ Demolisher, Basilisk.

- No unit in a Drop Trooper Regiment may be given a transport vehicle apart from a Valkyrie (see Imperial Armour)

- Drop Trooper Command squads may not take a company banner

NEW EQUIPMENT:
- Vox-Uplink with Target Array: The combination of a vox-uplink and target array means that a Drop Troopers squad can transmit the presence of hostile forces to supporting aircraft, allowing strafing and rocket attacks to continue without the danger of friendly fire. The target array is a Heavy 1 weapon with a range of 36". A successful hit re-activates one of the Air Strikes bought as Heavy Support options (if any), inflicting a preliminary bombardment attack on the target unit. Both members of the weapons team must be alive to use it.
Laser Target Array: | Range 36" | Strength n/a | AP n/a | Heavy 1 |

UNIT MODIFICATIONS:
- Drop Trooper Sentinels do not benefit from the Scouts rule.

NEW UNIT OPTIONS:
- The following item is added to the heavy weapon options of all Infantry Squads: Vox-uplink with target array (25pts).

- Any Stormtrooper, Hardened Veteran or Special Weapon squads may be given the On Time, On Target special rule for +15pts. Squads with this rule may re-roll any tests to arrive from reserves (including successful tests), and any dice for scatter when they arrive.

- A Drop Troop army may include up to one Stormtrooper Squad as a troops choice for every Infantry Platoon taken. Stormtrooper Squads may also be taken as Elites in the usual manner.

- A Drop Troop army may include Special Weapons Squads as Fast Attack choices.

NEW UNITS:
A Drop Trooper army may purchase Air Strikes as Heavy Support choices at a cost of 40pts. Each Air Strike is resolved using the preliminary bombardment rules on p.194 of the rulebook. Each Air Strike may be re-activated once per turn using a Target Array and Vox-uplink.

SPECIAL RULES:
All units in a Drop Trooper army ignore the usual deployment zone restrictions for a particular mission. Instead, each unit deploys using the Deep Strike rules (but NOT the reserve rules - they are placed during the deployment phase as usual) and may be initially placed anywhere on the board more than 6" from the enemy deployment zone, although they may subsequently scatter inside this area. Stormtrooper units do not have to pay to allow use of the Deep Strike ability as they would normally. The Drop Troopers player may choose to hold any or all Elites or Fast Attack choices in reserve, deploying them via Deep Strike as they become available during the game.

Helicon_One
28-12-2005, 15:34
FERAL WORLD ARMY
The populations of the more primitive worlds of the Imperium make for vicious and fearsome warriors, however the Imperial Guard are usually unwilling to train them to use highly technical equipment, and so they are typically exploited as vast waves of wild shock troops.

RESTRICTIONS:
- A Feral World Army cannot make use of the following Doctrines: Close Order Drill, Sharpshooters, Carapace Armour. In addition the following unit types are locked out of a Feral World Army: Stormtroopers, Ratling Squad, Techpriest Enginseer, Armoured Fist Squad, Hellhound, Sentinel Squadron, Leman Russ Battle Tank, Leman Russ Demolisher, Basilisk. In addition a Feral World Army may not make use of heavy bolters, lascannons, autocannons, plasma guns, sniper rifles, or vox-casters.

- No model in a Feral World Army may be mounted in a transport vehicle.

- No character in a Feral World army apart from the Officer of the Command Platoon, a Commissar or a Priest may be given any of the following: plasma pistol, power weapon, power fist, storm bolter, bolter, bionics, Carapace Armour, master crafted weapon, refractor field or surveyor.

NEW EQUIPMENT:
- Feral Blades: Soldiers from Feral Worlds often carry blades coated in deadly venoms, or with wicked cutting edges, or simply use them with a ferocity unmatched by a typical man. A model equipped with Feral Blades may re-roll any failed wounds in close combat. Note that Feral Blades may not be used in the same combat phase as other special attacks (eg power weapons or hunting lances)

- Great Weapon: Particularly ferocious Feral World soldiers may take to battle wielding huge combat weapons, often axes or spears. A Great Weapon is a double handed close combat weapon which grants +2 Strength to the wielder.

- Ritual scars: A warrior marked with ritual scars knows the sight of his own blood, and does not fear injury from the blade of the foe. A unit marked in this way will automatically pass any Morale test for losing a round of close combat, unless they received twice as many casualties as they inflicted. May not be combined with tribal tattoos.

- Tribal tattoos: Feral Worlders are often marked with primitive tattoos, which give them a wild and savage appearance and inspire fear in their enemies. If an enemy unit within 6" of a Feral World model marked with tribal tattoos is required to make a Morale test, they are treated as being at -1 Ld. May not be combined with ritual scars.

NEW UNIT OPTIONS:
- The following is added to the Feral Worlder Armoury: Great Weapon (3pts).

- The following are added to the heavy weapons options of all units: Heavy Flamer (15pts) , Heavy Stubber(5pts).

- Any Command Squad, Hardened Veteran Squad, Infantry Squad, Conscript Platoon or Rough Rider Squadron may be marked with ritual scars or tribal tattoos at a cost of 5pts per squad, and/or given Feral blades at a cost of 10pts per squad.

- Any Feral World Army unit may upgrade up to two models to carry great weapons at a cost of +2pts each.

- A Feral World Army may include up to 3 Rough Rider Squadrons as Troops choices. Rough Rider Squadrons may also be taken as Fast Attack choices in the normal manner.

The Command Squad taken as part of the Command Platoon may be upgraded to a Rough Rider Command Squad at a cost of 2pts per model, gaining the Cavalry and Fleet special rules. A Rough Rider Command Squad may not include a heavy weapon team. Any squad member not equipped with a special weapon may be equipped with a hunting lance for +3pts per model.

If a Rough Rider Command Squad is taken, any Special Weapon squad may be upgraded to a Rough Rider Special Weapons squad for +2pts per model. Rough Rider Special Weapons squads gain the Fleet and Cavalry special rules. Rough Rider Special Weapons squads may not take a Demo Charge. Any squad member not equipped with a special weapon may be equipped with a hunting lance for +3pts per model.

SPECIAL RULES:
- Trust In Instincts: Soldiers from a Feral World are innately more aware of their surroundings than other Guardsmen, they have grown up having to rely on their eyes and ears and not the buzzing of machines to provide them with information. All models in a Feral World army have the Acute Senses special rule.

Helicon_One
28-12-2005, 15:36
FORGEWORLD REGIMENT
Regiments raised from Forgeworlds have extensive access to and training with transport vehicles and battle tanks. They are well equipped and trained, typically used in blitzkrieg assaults as the first stage of an offensive.

RESTRICTIONS:
- A Mechanised Regiment cannot make use of the following Doctrines: Jungle Fighters, Warrior Weapons. In addition the following unit types are locked out of a Mechanised Regiment: Ratling Squad, Conscript Platoon, Rough Rider Squadron, Sentinel Squadron, Heavy Weapons Platoon, Basilisk.

UNIT MODIFICATIONS:
- Every infantry unit in a Mechanised Regiment MUST be mounted in a Chimera at an additional cost of 70pts. Elites choices may instead be mounted in a Rhino at a cost of 45pts.

- A Mechanised Regiment uses the following modified Infantry Platoon structure:
--- 1 Command Squad (Junior Officer) OR Salamander Command Vehicle
--- 2-4 Infantry Squads
--- 0-1 Special Weapons Squad.
--- 0-1 Hellhound OR Griffon.

- The Armoured Fist squad entry is replaced by the Armoured Fist Patrol (see below)

- No unit in a Mechanised Regiment may be given a Mortar

NEW UNIT OPTIONS
Any Chimera in a Mechanised Regiment may equip its turret with an Autocannon for +15pts or a twin-linked Heavy Bolter for +15pts.

NEW UNITS:
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- 0-3 Ace Tank Crews (20pts)

Ace Tank Crews do not fill a slot on the Force Organisation chart. An Ace Tank Crew can be allocated to any tank in the army, granting the vehicle BS4. In addition, one Ace Tank Crew per army may be granted the Tank Hunters ability for a further +15pts
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- 0-1 Variant Pattern Leman Russ (Elites).

The variant pattern is one of the following: Vanquisher (175pts), Destroyer Tank Hunter (135pts), Exterminator (125pts)

Laser Destroyer: | Range 72" | Strength 9 | AP 1 | Heavy 1, Blast, Counts as Twin-linked |
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- Salamander Scout vehicle (Fast Attack). 70Pts.
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- Armoured Fist Patrol (Troops) 30pts + Transport (65pts)

A Mechanised Regiment may include up to one Armoured Fist Patrol for every Infantry Platoon.

Guardsman | WS 3 | BS 3 | S 3 | T 3 | W 1 | I 3 | A 1 | Ld 7 | Sv 5+ | Pts 6 |
Veteran Sgt | WS 3 | BS 3 | S 3 | T 3 | W 1 | I 3 | A 2 | Ld 8 | Sv 5+ | Pts +6 |

The squad consists of 5 Guardsmen, mounted in a Salamander transport vehicle. Each Guardsman is armed with either a lasgun OR a shotgun OR a laspistol and combat weapon.

1 Guardsman may be equipped with one of the following: Grenade Launcher for +8pts, Flamer for +6pts, Meltagun for +10ts, Plasma Gun +10pts.

Any Guardman not given a special weapon may be equipped with a vox-caster at a cost of +5pts.

The entire squad may be equipped with frag grenades at a cost of +5pts per model and/or krak grenades for +2pts per model.

1 Guardsman may be upgraded to a Veteran Sargeant for +6pts. A Veteran Sergeant has access to the armoury.

Salamander Transport Vehicle
Pts | Front | Side | Rear | BS
65 12 10 10 3

Type: Fast, Tank, Open Topped Crew: Imperial Guard

The Salamander Transport vehicle is armed with a heavy bolter and a storm bolter.

A Salamander Transport vehicle may carry up to 5 models.
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Helicon_One
28-12-2005, 15:38
LIGHT INFANTRY
This regiment is used mostly as forward scouts, living off the land, creeping into positions that would be given away by the presence of tanks or the heavy equipment used by less specialised regiments.

RESTRICTIONS:
- A Light Infantry Regiment cannot make use of the following Doctrines: Close Order Drill, Chem Inhalers, Carapace Armour. In addition, the following unit types are locked out of a Light Infantry Regiment: Priests, Stormtroopers, Techpriest Enginseer, Conscripts, Chimera, Hellhound, Leman Russ Battle Tank, Leman Russ Demolisher, Basilisk.

UNIT MODIFICATIONS:
- All squads in a Light Infantry Regiment cost an additional 5pts, and come with the Scouts special rule.

NEW UNIT OPTIONS
- Any unit may be given both the Stealth and Move Through Cover abilities at a cost of 10pts per squad. Squads which select this option must downgrade their armour save to 6+. Models so equipped should be visibly distinguished from regular units (for example with lighter armour and a particularly elaborate camouflage scheme, camo cloaks, dense terrain on their base, etc).

- The following weapon is added to the special weapon options of all units that do not have it already - Sniper Rifle (5pts).

- The following weapons are added to the heavy weapon options of all units - Heavy Flamer (15pts), Heavy Stubber (5pts).

- Any Infantry Squad which does not include a heavy weapons team may instead choose an additional special weapon at the normal points cost. However due to its limited availability each squad may still only include 1 plasma gun.

- A Heavy Weapons Platoon may replace any of its Heavy Weapon Squads with Special Weapon Squads, see the Command Squad entry for details.

Helicon_One
28-12-2005, 15:40
PENAL LEGION:
*[Simultaneous thanks and apologies to TWB for the original version of this list, which I have copied and mercilessly butchered to fit my own vision]*

The Regiment is part of one of the Penal legions, it is either comprised of individual criminals who have been sentenced to penitent service or an entire regiment sentenced to the penal legions for some failure of duty or spirit.

RESTRICTIONS:
- A Penal Legion cannot make use of the following Doctrines: Iron Discipline, Close Order Drill, Jungle Fighters, Xeno-Fighters, Carapace Armour. In addition, the following unit types are locked out of a Penal Legion: Commissars, Sanctioned Psykers, Stormtroopers, Techpriest Enginseers, Armoured Fist Squad, Rough Rider Squadron, Heavy Weapons Squads, Leman Russ Battle Tank, Leman Russ Demolisher, Basilisk. No members of a Penal Legion apart from Overseers may be equipped with a plasma gun, heavy weapon, vox-caster or transport vehicle.

NEW EQUIPMENT:
- Arbite Combat Shotgun: | Range 18" | Strength 4 | AP 4 | Assault 1, Ignores Cover |

- Cyber Mastiff: | WS 3 | BS 0 | S 3 | T 4 | W 1 | I 4 | A 1 | Ld 4 | Sv 4+ | Special: Furious Charge

- Explosive Collars: Allow the unit to re-roll any failed Morale check. If however the re-rolled test is failed, remove the entire unit from play immediately as their collars are detonated.

- Frenzon Dispensers: Grants the Furious Charge rule, but the unit will automatically fail any initiative test to break from combat (and as such will be wiped out if they break from combat, unless engaged with a unit incapable of performing a Sweeping Advance). May not be combined with Chem-inhalers.

- Shock Maul: single handed close-combat weapon, any to-wound roll of a 6 ignores armour saves.

- Suppression Shield: allows a model to re-roll any failed armour saves.

NEW UNIT OPTIONS:
- Hardened Veterans, Infantry Squads and Conscript Platoons may be equipped with Frenzon Dispensers for +1pt per model.

- Any Infantry Squad not equipped with Frenzon dispensers may be equipped with Explosive Collars for +1pt per model.

NEW UNITS:

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- Arbites Overseers (Elites). Although often released into the custody of the Imperial Guard, the Penal Legions are governed by the Adeptus Arbites, sometimes it will be required that the overseers guide their charges into battle to help them atone for their crimes against the Imperium.

Arbitrator | WS 3 | BS 4 | S 3 | T 3 | W 1 | I 3 | A 1 | Ld 8 | Sv 4+ | Pts 10 |
Judge | WS 3 | BS 4 | S 3 | T 3 | W 1 | I 3 | A 2 | Ld 9 | Sv 4+ | Pts +6 |

The squad consists of between 5-10 Arbitrators.

Arbitrators are equipped with Boltguns or Arbite Combat Shotguns armed with Executioner rounds. Any member of the squad may replace their weaponry with a shock maul and bolt pistol for +3 pts each. The entire squad may be equipped with suppression shields for +3pts per model.

Up to 2 Arbitrator may be equipped with one of the following: Grenade Launcher for +8pts, Flamer for +6pts, Meltagun for +10ts, Plasma Gun +10pts, Storm Bolter for +5pts, Heavy Stubber for +5pts. Alternatively, if no special weapons are taken one Arbitrator may be equipped with an Autocannon or a missile launcher for +18pts

One Arbitrator may be upgraded to a Judge for +6pts. The Judge may select additional equipment from the army, including Officer Only items.

An Overseer unit may include up to 2 Cyber-Mastiffs for +8pts each.

An Overseer unit may be mounted in a Chimera for +70pts, a Rhino for +50pts, or a Repressor for +70pts.

Any Command Squad in a Penal Legion may be replaced by an Adeptus Arbites Overseer unit of 4 Arbitrator and one officer at a cost of +20pts. An Overseer Command Squad may either use the equipment options for the Command Squad or the Arbites Overseers unit entry (but may not mix options from both). A Command Squad selected for the Command Platoon MUST be upgraded in this manner. The Officerís stats are not affected, but they must buy carapace armour from the armoury.
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Atonants (Heavy Support) 25pts per model.
Amongst the ranks of the Penal Legionnaires there may be found individuals so consumed with guilt that they are willing to atone for their crimes by volunteering for the most dangerous of tasks. These individuals are equipped with demolition charges and sent off alone to detonate them amongst enemy units.

Atonant | WS 3 | BS 3 | S 3 | T 3 | W 1 | I 3 | A 1 | Ld 8 | Sv - | Pts 25 | Special: Fearless |

An Atonants unit consists of between 1 and 3 models, deployed as separate individuals.

Each Atonant is equipped with a Demolition charge. Upon detonating their explosive charge, the Atonant is considered to have repaid their debt to the Imperium and is freed from the burden of service, so remove the model from the game. The opponent gains no victory points for this, although if the Atonant is killed before deploying his demolition charge victory points are awarded as normal.

*[readers should note that I've deliberately written the Atonant entry in an ambiguous way so as to not _explicitly_ make them suicide bombers. If players wish to interpret them as such, well, that's up to them....]*
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Helicon_One
28-12-2005, 15:44
SKITARII:
The Tech Guard of the Adeptus Mechanicus are usually deployed in support of Ordinatus or Titan war machines, but will sometimes take to the battle as an army in its own right, particularly in response to rumours of lost technological artefacts or in defence of important Mechanicus facilities.

RESTRICTIONS:
- A Skitarii Regiment cannot make use of the following Doctrines: Die-Hards, Independent Commissars, Jungle Fighters, Xeno Fighters, Chem Inhaler, Warrior Weapons. In addition the following unit types are locked out of a Skitarii Regiment: Sanctioned Psykers, Commissars, Priests, Ratling Squad, Rough Riders.

NEW EQUIPMENT:
- Mole Mortar | Range G12-48" | Strength 4 | AP 5 | Heavy 1, Large Blast, Ignores Cover |

Rapier Laser Destroyer: | Range 72" | Strength 9 | AP 1 | Heavy 1, Blast, Counts as twin-linked |

- Conquestor Battlecannon: | Range 48" | Strength 6 | AP 5 | Heavy 1, Large Blast |

More Machine Than Man (10pts): This character has received such extensive mechanical augmentation that it is uncertain whether he can still be considered human, but the modifications made to his body allow him to absorb injuries that would cripple normal men. This model is subject to the Feel No Pain special rule.

Tech-Priest Crew (20pts): Skitarii vehicles are sometimes crewed by Tech Priests, allowing them to carry out repairs in the midst of battle. If avehicle has Tech Priest Crew may attempt to repair any damage. At the end of any Imperial Guard turn roll a d6 for each Immobilised or Weapon Destroyed damage result that the vehicle has suffered, on a 6 it is disregarded.

UNIT MODIFICATIONS:
- All Command Squads, Hardened Veteran Squads, Stormtrooper Squads and Armoured Fist Squads MUST be equipped with Cyber Enhancements at a cost of +15pts per unit. Cyber Enhancements grant a 6+ Invulnerable save.

- Any Ogryns must be upgraded to Praetorian Battle Servitors at a cost of +20pts per model. A Praetorian Battle Servitor gains a 4+ armour save, the Feel No Pain special rule, and is armed with a twin-linked storm bolter and a power weapon. Any Praetorian Battle Servitor may upgrade theitr twin storm bolter to a heavy bolter for +5pts (this may be moved and fired in the same turn), and/or upgrade their power weapon to a power fist for +10pts.

NEW UNIT OPTIONS
- The Adeptus Mechanicus jealously hordes advanced technological equipment and so has wide access to items which are rare in the Imperial Guard. All characters in a Skitarii Regiment with armoury access may receive wargear which would normally be Officer Only.

- Any Officer in a Command Squad, Hardened Veteran Sergeant or Stormtrooper Veteran Sergeant may be given Power Armour at a cost of +8pts

The following item is added to the Imperial Guard Armoury: More Machine Than Man (10pts)

- The following is added to the Vehicle Upgrades section of the Imperial Guard Armoury: Tech Priest Crew (+20pts).

Any unit which can normally be mounted in a Chimera may alternately be mounted in a Rhino at a cost of +45pts

Any Chimera may recieve ONE of the following upgrades:
- Replace its turret weapon with a Quad Autocannon for +15pts
- Add a Hunter Killer missile launcher armed with 6 missiles for +20pts
- Replace its hull mounted heavy bolter or heavy flamer with a Conquestor Battlecannon for +20pts.

- Any Infantry Squad, Heavy Weapon Squad or Special Weapon Squad MAY be equipped with Cyber Enhancements at a cost of +15pts per unit. Cyber Enhancements grant a 6+ Invulnerable save.

- Any model other than a Servitor equipped with a Lascannon or Heavy Bolter may exchange them for a Plasma Cannon or Multilaser respectively at no additional cost

- A Skitarii Regiment may take up to 2 Armoured Fist squads for every Infantry Platoon.

- Any Anti-Tank Support Squad may give up their heavy weapon options to be equipped with a single Rapier Laser Destroyer at a cost of 35pts. Any Mortar Squad may replace their mortars with a single Mole Mortar at no cost. Any squad equipped in the way follows the rules for Artillery. Alternatively, any Anti-tank or Fire Support squad may be exchanged for a Servitor Warrior Detachment (see entry below)


NEW UNITS:

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0-1 Electro Priest Cult (Elites):
Electro Priest: | WS 4 | BS 0 | S 4 | T 3 | W 1 | I 3 | A 2 | Ld 10 | Sv 5+ I | Pts 17 |

The Cult consists of between 5 and 10 Electro Priests.

Electro Priests are equipped with Electoo Bio-Circuits, which allow them to ignore enemy armour saves in close combat and grant their Invulnerable save. In addition, the squad may collectively discharge an electrical storm in the shooting phase with the following profile:

Bio-Electrical Storm| Range 24" | Strength 4 | AP 6 | Assault D6 |
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Servitor Warrior Detachment
Tech Adept: | WS 3 | BS 3 | S 3 | T 3 | W 1 | I 3 | A 1 | Ld 8 | Sv 4+ | Pts 10 |

A Servitor Warrior Detachment consists of a Tech Adept accompanied by between 3 and 6 Gun or Combat Servitors (see the Imperial Guard Armoury for points values and details). The Tech adept is equipped with a laspistol and close combat weapon, and Cyber Enhancements. All Gun Servitors in the detachment may be made Slow And Purposeful at a cost of +5pts per model.
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Helicon_One
28-12-2005, 15:45
STORMTROOPER STRIKE FORCE:
Whilst Stormtroopers are usually deployed as individual squads in support of regular Guard regiments, it is not unknown for entire Companies to fight together, usually in rapid strikes against specific targets.

RESTRICTIONS:
- A Stormtrooper strike force cannot make use of the following Doctrines: Jungle Fighters, Chem-Inhaler, Warrior Weapons. In addition the following unit types are locked out of a Stormtrooper Strike Force: Sanctioned Psykers, Priests, Ogryns, Ratling Squad, Conscript Platoon, Rough Rider Squadron, Leman Russ Battle Tank, Leman Russ Demolisher, Basilisk. The following units in a Stormtrooper Strike Force become 0-1: Heavy Weapon Platoon, Sentinel Squadron.

UNIT MODIFICATIONS:
- Every Guardsman and Sergeant in the army is upgraded to a Grenadier, receiving the profile and equipment of a Stormtrooper or Stormtrooper Sergeant respectively, at a cost of +4pts per model. Their unit options remain the same unless stated otherwise. Every character not already equipped with Carapace Armour must be so upgraded from the armoury, and their standard issue laspistol is upgraded to a Hellpistol or Hellgun with targeter for no extra cost.

- Any Junior Officer must have his BS characteristic upgraded to 4 at a cost of 2pts.

- Any vehicle in the army must have its BS characteristic upgraded to 4 at a cost of 5pts.

- Stormtrooper Sentinels must be given Armoured Crew Compartments.

NEW UNIT OPTIONS:
- Any Stormtrooper squad bought as an Elites choice may replace its Hellguns with Hellpistols and close combat weapons for no extra cost.

- A Stormtrooper Strike Force uses the following modified Infantry Platoon Structure:
- 1 Grenadier Command Squad
- 1-3 Stormtrooper Squads. See the existing Stormtrooper unit entry.
- 0-3 Grenadier Infantry Squads.

SPECIAL :
- A Stormtrooper Strike Force may choose to be the attacker in any mission where this would normally be randomly determined.

Tim

IncubiLord
28-12-2005, 20:55
[Note that the following Doctrines have been absorbed into the Regimental Organisations lists, and may no longer be selected: Light Infantry, Camaleoline, Cyber Enhancement. In addition, the existing Alternate Regimental Organisations Doctrines in the Imperial Guard Codex (Drop Troops, Grenadiers, Mechanised) are no longer available.]
I'm fine with banning all of the above when using your RO, but if a player wants to not use a RO and instead take an odd mix of the old doctrines, the old choices shouldn't completely disappear. Also, the more options we take away, the more IG armies start to look like cookie cutters.
Why couldn't a force have grenadiers and basilisks if he's willing to forgo the benefits of a storm troopers RO?

These options are, imo, ways to further specialize an IG force, complete with advantages and disadvantages that some players may not want. They shouldn't flat-out replace the existing options.

Helicon_One
29-12-2005, 16:24
As some of the ROs were directly built up around existing Doctrines, it seemed pretty pointless to leave the originals in. If you take Cyber Enhancement under the current system, fluffwise you pretty much are using a Skitarii regiment anyway (nobody else gets bionic upgrades thrown at them like confetti), so you may as well go the whole way. Getting specific, the current Drop Troop and Mechanised docrines were, IMO, a bit halfarsed in their implementation, so I'd prefer not to see them stay around in their current form.

Your given example of Basilisks and Grenadiers seems an unlikely mix, to be honest. Elite pointblank infantry shouldn't really be hanging around with longranged artillery pieces in the first place, and if its a combination you're particularly keen on it could be more-or-less done with the existing Sharpshooters and Carapace Armour doctrines in a non RO'd Guard force.

Some of the replaced Doctrines could be re-worked and find their way back in though. The minor Doctrines will have to be looked at to fit around the ROs anyway (I stole about half of Jungle Fighters to throw into Light Infantry, so that needs re-doing for a start). I take your point about removing options, but if the ROs were alongside a longer list of doctrines that won't be a problem.

Tim

Kensai X
29-12-2005, 17:44
Hmmm I really like what you've done with the lists, I think that system works much better...

Although, I think you could go more into Feral Ogryns more in the Feral list perhaps give them more options... (In other words useful....) Also the option of Xenos Mounts was left off

Also in the Light Infantry list where's the option to have Camo-Cloaks or Demo Charges...?

Also, the STSF is a bit half-arsed it could use alot more attention...

But as I earlier other that that it seems absolutly great, Great Job Helicon

Helicon_One
29-12-2005, 18:56
Hmmm I really like what you've done with the lists, I think that system works much better...

Although, I think you could go more into Feral Ogryns more in the Feral list perhaps give them more options... (In other words useful....) Also the option of Xenos Mounts was left off

I didn't include any references to the add-onn Doctrines from WD, simply because I don't have them. If I get hold of a copy I can figure out which ones will fit in where.



Also in the Light Infantry list where's the option to have Camo-Cloaks or Demo Charges...?

Light Infantry units can buy the Stealth ability (and Move Through Cover), which does the same job as Camo-cloaks. If players want to rationalise that as being granted by equipment rather than natural abilities, then that's cool.

Demo-charges can be bought for Special Weapons squads as normal - and they can take alot more special weapon squads than vanilla Guard if they wish. I didn't want to go crazy and put one in every squad, do you think they need more?


Also, the STSF is a bit half-arsed it could use alot more attention...

Any suggestions? Its quite a bit shorter than some of the others, but once I'd given everything Stormy profile and equipment there didn't seem to be alot more I could do. Valkyries and Vultures should perhaps make an appearance but I'd rather leave that to the Imperial Armour entry as the flyer rules aren't part of the main rulebook.

Tim

Kensai X
29-12-2005, 20:56
Well, I imagine STSF to extremely fast, with attack buggies and motorcycles and Valkyries and Vultures swooping down from above.

So what I'd have would be... Off the board, Marklight style called in bombardments, Commissar Cadet squads, Commissar HQ choice (1-5 each individual) Perhaps and Inquisitor, Something akin to an attack buggy, stuff like motorcycles and quad bikes.

Perhaps revive the old Gorgon Assualt Vehicle... Elite Storm Troopers that can re-roll deepstrike, infiltrate closer, have better equipment,

Something akin to the Altioc Disruption Table and the old Night Lords Jam Communinacations abilities... And Rambo type Storm Troopers that use the Elite Slot.

That's all I can think of offhand....

Helicon_One
30-12-2005, 10:26
Interesting ideas, although some of those I've already included in Drop Troopers, and I don't want to recycle elements between different ROs if I can help it.

From a quick Google search I can only see the Gorgon as a minelayer/sweeper, and they tend to be slow, lumbering things.... is there another version that's not coming up in the search?

The Alaitoc style Disruption might work though. Where can I get the rules for the Night Lords Jamming ability? Is it in their Index Astartes book?

I'm also thinking I might include a couple of new special weapons to give Stormies extra punch, when they're off doing their own thing they won't have the full weight of the Imperial Guard's firepower behind them, so they'll need to bring it with them. Some sort of LMG, a splinter cannon equivalent (not the same profile, but that sort of power level), also a lighter man-portable HKM.

Tim

Kensai X
31-12-2005, 16:05
Yeah, heavy duty one time use weaponry would work nicely and make sense for a fast moving force... Gorgons were old RT era and 2nd ed era giant Land Raider like vehicles with an assault ramp in the front (meaning in fourth charge and move the same turn....)

Also the jamming equipment rules...


Terror Attack: The Night Lords specialise in staging attacks at night, sowing confusion amongst the enemy, and disrupting their communications. These rules do not apply if the Night Lords are the defenders in any given scenario.

In a scenario that uses the Reserves special rule, the Night Lords player may force his opponent to re-roll one successful Reserves roll per turn (the Night Lords player chooses which). The opposing player must accept the result of the second roll.

All comm-links, improved comms, scanners and auspexes are ineffective in a battle against the Night Lords due to the disruptive effects of the communications breakdown.

In any scenario in which the Night Lords are the attacker, the Night Lords player may choose to attack at night. If this is the case, use the Night Fighting rules regardless of the scenario being played.

Helicon_One
31-12-2005, 16:42
Not sure I can make the Gorgon fit in, in that case - the STSF should be fast like you said, and come without too much heavy equipment, so Land Raider + sized tanks aren't going to make it, the STSF should be elite heavy infantry and light vehicles (if I've dropped the Leman Russes, I can't really justify a Gorgon). It might be something I could include elsewhere, I guess.

I like the ability to disrupt enemy stuff coming in from reserve, and I like the idea of being able to play with the Night Fight rules at will (very fitting for Stormies), so if nothing else I might steal or adapt those for the army. Making specific wargear items useless is kinda fiddly for my liking though, although there might be some other way to represent messing with enemy communications.

Thanks for the info, that's given me some more to work on.

Tim

IncubiLord
31-12-2005, 21:22
OK, don't take this wrong, but I can't think of a good way to type it so I'll just keep it short.
I think you're running the risk of changing the doctrines from "a drop army" to "my drop army."
I'm not saying this isn't good stuff, but it seems pretty specific. What if you created an advantage/disadvantage system within each RO?
Something like:
THESE are the basic advantages common to this RO (costs one doctrine).
THIS costs one doctrine.
THAT disadvantage is a negative doctrine. (take it and you may take another doctrine-within this RO)
Again, sorry I couldn't think of a nicer way to say this.

Gwedd
01-01-2006, 04:02
Comrade,

Look, you've done a lot of work here, and put some thought into it, but I simply cannot see the reason why you want this sort of a system. The current system works quite well, and allows me to build up the force that I would like to command, the force that I envisage my own IG regiment to be.

I guess that it's a case of "if it ain't broke, don't fix it". I'd like to hear your own argument as to why these changes are important to you.... what specifically you feel are the reasons that these changes are needed.

Anyway, that's my 2-cent's worth on the subject. It's nice, but I just don't see the need for it.

Respects,

Gwedd

Kensai X
01-01-2006, 06:14
Well before the whole doctrine system came out the guard regiments of renown each had their own characterful rules... With the the advent of the doctrine they've neutered these awesome lists that were balanced and just reaked of uniqueness over them just to readjust to the doctrine system. The system that Helicon has hear expands the doctrines more by giving you many more advantages in your chosen field that are characterful while at the same time taking away alot of the more standard Guard items... Personally I like this system alot, but this system at least as I see it is only meant to complement the current doctrines, not replace them...

Helicon_One
01-01-2006, 14:56
Comrade,

Look, you've done a lot of work here, and put some thought into it, but I simply cannot see the reason why you want this sort of a system. The current system works quite well, and allows me to build up the force that I would like to command, the force that I envisage my own IG regiment to be.

I guess that it's a case of "if it ain't broke, don't fix it". I'd like to hear your own argument as to why these changes are important to you.... what specifically you feel are the reasons that these changes are needed.

Fair question. My reason is that the current doctrine system doesn't really do what it was intended to do. You can't really use it to represent a very distinctive regiment, it only allows fairly minor variations on the vanilla IG list.

Taking Drop Troopers as an example, if you've ever seen the old Elysian Drop Troops army list you'll know that it was a far more extensive modification than could be achieved with the current Doctrine system, and when you put the old EDT list next to the current Drop Troopers doctrine, the former is a far more interesting army. Simply applying a 'may Deep Strike if mission allows' tag to a vanilla IG force and calling it a drop trooper regiment doesn't produce an army which feels believable. It relies on the flawed assumption that a regiment which specialises in deploying directly into battle via airbourne landings will be organised and equipped in the same way as every other Guard regiment, and moreover will be able to rely on Leman Russes and Armoured Fist squads to be waiting on the ground for them when they get there. Historically the whole point of paratroopers was using them to capture enemy positions that your footsloggers and tanks couldn't get to (Eben Emael in Belgium, the Battle of Crete, Operation Market Garden). If the IG tanks are able to move into position to hook up with the Drop Troopers as they land (as the ability to include these units with a Drop Troops doctrine suggests), what exactly was the point of going airbourne in the first place?

If you want a Guard army which conforms to the typical idea of big tanks, and lots of mediocre grunts with lots of heavy weapons being fed into the meat grinder (and I don't say that in a derogatory way - many players including myself do like that image of the Imperial War Machine), then I wouldn't recommend the Regimental Organisations idea to them, they'll be far better served using the standard list and using the normal doctrines to apply minor tweaks as they wish. I deliberately made the ROs optional for that reason. But for people wanting to play a non-standard formation like Tanith or Catachans or Skitarii, I believe a system of 'Minor' and 'Major' Doctrines such as the one I'm suggesting would give the IG list the required flexibility to do justice to some of the more exotic regiments in a way that the existing doctrines fail to provide.

Tim

Helicon_One
01-01-2006, 15:31
OK, don't take this wrong, but I can't think of a good way to type it so I'll just keep it short.
I think you're running the risk of changing the doctrines from "a drop army" to "my drop army."
I'm not saying this isn't good stuff, but it seems pretty specific.

I've tried not to be too specific, most of the new things I've put in were items or units that I thought would logically appear sooner or later in some form in that particular type of regiment, mostly to fill the roles that would have been performed by the restricted units. Which things were you referring to?


What if you created an advantage/disadvantage system within each RO?
Something like:
THESE are the basic advantages common to this RO (costs one doctrine).
THIS costs one doctrine.
THAT disadvantage is a negative doctrine. (take it and you may take another doctrine-within this RO)
Again, sorry I couldn't think of a nicer way to say this.

Advantage/Disadvantage systems can be problematic though - see Kensai X's signature on this thread - especially as for some of the ROs the only disadvantages should really be restricted unit availabilities (a Stormtrooper army might not have Russes or Rough Riders, but it shouldn't do many things worse than a typical army of lasgrunts), and frequently the restrictions I've given should be all or nothing (if you're taking a Feral Worlders RO, you should be restricted from all the high tech units, otherwise people just end up "restricting" the units they didn't want to take in the first place).

And please, don't be sorry for criticising, I want to know what people think. If I'd only wanted fawning compliments and people telling me how great I was, I'd have said so in the first post!

Tim

IncubiLord
01-01-2006, 18:26
don't be sorry for criticising
I'm not sorry for criticising, I just thought I'd warn you that even I felt that post read a little rude.

- see Kensai X's signature on this thread -
That rocks. How did I miss reading it before?

Which things were you referring to?
My thoughts on specific stuff:
Why is it that no Drop Trooper army can include psykers or priests?
I'd assume some of these forces would see the advantage of letting lightning-arc-boy tag along, and a unit that's going to drop in close to the enemy may see an advantage in having a religious leader in several of their units.

Why do Feral World armies have Acute Senses and Heavy Flamers?
Even the Kroot don't get acute senses, and the only ones that do spring to mind are the more beastly space marines (who have bio-engineered, superior senses). Flamethrowers are a more complex weapon than guns ballistic ammunition. From a logical standpoint, flamer weapons should disappear before sniper rifles and heavy bolters. Bolt ammunition is still just a shell you load in a gun, flamers are a chemical mixing device that should require some technical ability to use, and the Kroot Mercs have a primitive sniper rifle. Also, historically, the gun comes before the flamethrower.
- Side note: Great weapons appear in the Chaos codex, and are only +1 Strength.

Forgeworld/Mechanised Regiments
These guys live on the world where the guns and vehicles are made. Why can't they take Sentinels, Heavy weapon platoons, or basilisks?
No basilisks and yet they may include a Destroyer Tank Hunter? You've granted them access to the rarer armored company vehicles and banned the more common IG ones.

Helicon_One
01-01-2006, 20:58
My thoughts on specific stuff:
Why is it that no Drop Trooper army can include psykers or priests?

Grav-dropping straight into battle is going to be a pretty stressful experience, and the last thing you need is somebody who is liable to open a direct doorway to the warp in his head if he overdoes his stress levels. I just don't see drop troop regiments and sanctioned psykers as being particularly compatible. The impression I get of those guys is they're pretty fragile (they consistantly seem to drop dead after about 10 seconds in the fluff), and I imagine everyone concerned will have learned the lesson after the first few mid-air head implosions.

As far as priests go, it was the opposite - if you're sat in the back of a cramped glider, a fanatic preacher frothing at the mouth and bouncing off the walls next to you isn't going to be particularly welcome either. Having said that, other people have mentioned allowing priests too, so I can probably make room for them. Bit of an academic point though, its not as anybody bothers with psykers or priests in the current list anyway.



Why do Feral World armies have Acute Senses and Heavy Flamers?
Even the Kroot don't get acute senses, and the only ones that do spring to mind are the more beastly space marines (who have bio-engineered, superior senses). Flamethrowers are a more complex weapon than guns ballistic ammunition. From a logical standpoint, flamer weapons should disappear before sniper rifles and heavy bolters. Bolt ammunition is still just a shell you load in a gun, flamers are a chemical mixing device that should require some technical ability to use, and the Kroot Mercs have a primitive sniper rifle. Also, historically, the gun comes before the flamethrower.

Acute Senses was something I put in to give them something other than "extra killy savages" in their favour, really. Its not technically so much that they have more powerful heightened senses, just that they've got used to using and relying on them because those instincts haven't been spoilt by technology taking over and doing it for them like soldiers from more civilised worlds would be.

As for the equipment level, the idea I wanted to get across (and should probably work more on emphasising) is that they're not neccesarily limited by their own intelligence or technical knowledge base so much as good old-fashioned Imperial prejudice. A Feral Worlder could be trained to operate a plasma gun, or lascannon (the soldier doesn't need to know the scientific theory behind the gun, just where the ammo goes and which bits to clean), but the Imperial commanders think of them as cannon fodder savages, so don't want to 'waste' the training and the equipment on them. Hence them getting ten-a-penny heavy stubbers rather than heavy bolters (initially they didn't have missile launchers either, then somebody pointed out they'd be utterly screwed against vehicles). Flamers don't seem to be much more complex than any other gun (sure, there's complex chemicals involved, but the gun is doing that bit for them, the operator can just point and squirt), and even lowly IG conscripts get given them.


- Side note: Great weapons appear in the Chaos codex, and are only +1 Strength.

I'd noticed that too late. +1 Strength is hardly worth bothering with on a Guardsman so I need to either change the name, or drop them altogether.


Forgeworld/Mechanised Regiments
These guys live on the world where the guns and vehicles are made. Why can't they take Sentinels, Heavy weapon platoons, or basilisks?
No basilisks and yet they may include a Destroyer Tank Hunter? You've granted them access to the rarer armored company vehicles and banned the more common IG ones.

Sentinels have the problem that they only move at infantry speed, so they're not quick enough to keep pace with a full mechanised assault. The much faster Salamander Scouts take up that role instead.

As far as Basilisks go, I wanted to go for a proper blitzkreig/panzergrenadier feel to the army, which meant no long ranged heavy artillery mixed in with the proper tanks, and the more mobile fighting style of such a formation is poorly suited to HW platoons who have to dismount and set up those cumbersome guns before they can fire. They would be likely to spend virtually the entirity of an offensive cooped up in the back of a moving Chimera.

Tim

IncubiLord
01-01-2006, 21:47
Grav-dropping straight into battle is going to be a pretty stressful experience
This seems like a good point. I yield Drop Troops advisors.


Acute Senses was something I put in to give them something other than "extra killy savages" in their favour, really.
This is one I have trouble with. Good sentries, maybe. Re-roll night vision distance, not likely. Even the Marines with auto-senses that should negate light problems don't get a re-roll in Night Fight.


As for the equipment level, the idea I wanted to get across (and should probably work more on emphasising) is that they're not neccesarily limited by their own intelligence or technical knowledge base so much as good old-fashioned Imperial prejudice.
Here is the sort of concept I commented on.
These Ferals are IG draftees.
The Ferals I envision are humans in poor conditions that have some degree of their own technology (probably on the level of Westerns). They would gladly join up for the help the Imperium could offer on their world, but much of their own equipment would make it to the field.
When I say Ferals from the Imperial perspective, I think of tech on par with Ork artillery and Kroot Mercs guns. There should be units with sniper rifles, primitive cannons that are still dangerous, etc.


I wanted to go for a proper blitzkreig/panzergrenadier feel to the army
Again I offer a different vision.
A forgeworld army could well be just shy of an Armored Company, but it could also be a simple over-equipped and under-manned army.
A force of IG stationed on a forge world could well have more special weapons/heavy weapons available to each unit, and consist of fewer units. They could be better armored in many cases and have equipment normally only allowed to officers be common enough for any character.
Such an army may not go for the tank assault, as they should be more inclined to stay near - and protect - the forges.

Kensai X
01-01-2006, 23:23
Well, as far which kind of planets would be best suited for Blitzkreig style warfare, that would be Hive Planets...

Now, not that Blitzkreig is terribly effective in the hives, but outside in the flat ash wastes it'd be absolutly perfect. Now, I imagine a forgeworld has these same conditions away from the factories and therefore the same blitzkreig attacks that work in ash wastes would work well there too.

Now remember forgeworld regiments do have less men and more vehicles, but their still the bog standard Imperial Guard. If you wanted an army with extra special weapons and rarer weapons on the grunts, that's more of the Skittari point of view...

Hopefully I offered some sensible reasons as to why they work perfectly fine.

IncubiLord
01-01-2006, 23:41
Yes, they work as a pseudo-AC list, but the point I'm trying to make is that this is only one take on the force they represent.
Somebody's got to guard the front door, so to speak, and the forgeworld force I described would be fairly consistant with the fluff as far as I've seen. They also would not be a cyborg legion.
Plus, aren't forgeworlds supposed to have Titan legions on them? Makes keeping a tank company around seem a bit pointless.
Again, I think what's here is pretty good. I just want them to be more options, not a substitute for others.

Gwedd
02-01-2006, 02:30
Comrades,

I can assure you that the Basilisk is an integral part to any W40k "Blizkrieg" army. The Germans who first developed the idea certainly included several variants (Marder, Wespe, Hummel) of long-range self-propelled artillery in their TO&E's, as do modern armored units. It's as much a part of the combined arms philosophy as armour and infantry. All three parts (artillery, armour, infantry) form the 3 parts of the equation. think of them as the supports for a three-legged stool. Take away any one, and the stool falls over.

I still have some serious concerns that you are looking at developing these ruleses sets with an eye towards how YOU perceive the W40K world to be, and not how anyone else does. If you want them as house rules, well then, alls the better, but I cannot see them being useful as a serious rewrite of the existing set.

It's like those folks who keep wanting to add layers of "extra' or "special" rules to the system, like grenades, etc. W40K is not and never was intended as a skirmish game. Necromunda and Inquisotor fill that area. More optional rules tend to slow down the game and add to the frustration level. It cunduly comlicates what is in essence an enjoyable beer and pretzels small-unit scale game.

That's not to be taken as a persoanl comment, comrade. If you want to playtest and develop these for yourself and friends, then as I said, have at it and best of luck. i just don't see the need that you see, nor how the current optional traits do not accurately reflect the various IG forces out there.

respects,

Gwedd

Helicon_One
02-01-2006, 20:05
This is one I have trouble with. Good sentries, maybe. Re-roll night vision distance, not likely. Even the Marines with auto-senses that should negate light problems don't get a re-roll in Night Fight.

You do have a point, although it wouldn't be the first time in 40K that you could make such a comparison.


Here is the sort of concept I commented on.
These Ferals are IG draftees.
The Ferals I envision are humans in poor conditions that have some degree of their own technology (probably on the level of Westerns). They would gladly join up for the help the Imperium could offer on their world, but much of their own equipment would make it to the field.

If they're using all their own equipment, they need to bring their own supply chain with them too, which is going to be... a bit problematic... when your homeworld is a) unindustrialised and b) 1000 light years away. What are they going to do after a couple of weeks or months fighting when they run out of ammo for their own home world (or even tribe) gun variant and the Imperial Guard logisticians can only supply them lasgun power cells? Its far more sensible to assume that they'll be issued with standard Guard kit and re-trained up to use it, the alternatives are a logistical nightmare.


When I say Ferals from the Imperial perspective, I think of tech on par with Ork artillery and Kroot Mercs guns. There should be units with sniper rifles, primitive cannons that are still dangerous, etc.

The 'native' tech would probably vary from between stone age to something like 18th century levels, but they'll still be equipped whichever way is most convenient for the Guard supply structure to cope with. Its not as though they'll have much choice in the matter when the representatives of the Emperor tell them they're all getting lasguns instead of their native rifles.


Again I offer a different vision.
A forgeworld army could well be just shy of an Armored Company, but it could also be a simple over-equipped and under-manned army.
A force of IG stationed on a forge world could well have more special weapons/heavy weapons available to each unit, and consist of fewer units. They could be better armored in many cases and have equipment normally only allowed to officers be common enough for any character.
Such an army may not go for the tank assault, as they should be more inclined to stay near - and protect - the forges.

I keep running into problems naming this RO, I started out with just calling them Mechanised because it was a fix of the original doctrine, but with the semi-Armoured Company feel to the list it became more than that, so I gave it the Forgeworld tag to justify all the extra tanks. Maybe I should go back to Mechanised, it'll stop giving people the wrong idea.

Tim