Doctrines


 * Allow Conscripts
 * The army can now include Conscript platoons.
 * Allow Enginseers
 * The army can now include Techpriest Enginseers
 * Allow Heavy Weapons Platforms
 * The army can now include Heavy Weapon platoons.
 * Allow Ogryns
 * The army can now include Ogryns
 * Allow Priests
 * The army can now include Priests
 * Allow Ratlings
 * The army can now include Ratling Snipers
 * Allow Rough Riders
 * The army can now include Rough Riders
 * Allow Sanctioned Psykers
 * The army can now include Psykers
 * Allow Special Weapon Squads
 * The army can now include Special Weapon squads.
 * Allow Storm Troopers
 * The army can now include Storm Trooper squads
 * Regimental Organisation: Drop Troops
 * The army can deploy using Deep Strike rules, if the scenario allows them.
 * Regimental Organisation: Grenadiers
 * The army can now take 0-3 Storm Trooper squads as Troops Choices.
 * Regimental Organisation: Mechanised
 * Infantry must be entirely mounted in Chimeras.
 * Skills and Drills: Close Order Drill
 * Infantrymen have been trained in close combat.
 * Skills and Drills: Die Hards
 * Being outnumbered doesn't affect the unit.
 * Skills and Drills: Hardened Fighters
 * Infantrymen have a better WS value.
 * Skills and Drills: Independent Commissars
 * Independent Commissars are bought as Elite choices and may be assigned to any unit rather than going to officers and working their way down the ranks.
 * Skills and Drills: Iron Discipline
 * Infantrymen can survive longer in battle.
 * Skills and Drills: Jungle Fighters
 * Trained in jungle warfare, but has a reduced armour save and cannot utilize lascannons
 * Skills and Drills: Light Infantry
 * Light Infantry get extra dice for moving through difficult terrain, may infiltrate and can replace their heavy weapon with a sniper rifle.
 * Skills and Drills: Sharp Shooters
 * Infantrymen have been enhanced with targeters.
 * Skills and Drills: Veterans
 * May include more than one Hardened Veteran unit.
 * Skills and Drills: Xeno-Fighters
 * Infantrymen are trained to tackle specific alien threats.
 * Special Equipment: Cameleoline
 * Cameleoline is a material that blends with its surroundings. It adds one to your cover saves.
 * Special Equipment: Carapace Armour
 * Infantrymen have carapace armour instead of flak armour.
 * Special Equipment: Chem Inhalers
 * Chem-inhalers drug your troops so they don't care about losses. They never take modifiers for Morale, Leadership, or Pinning tests. Additionally, if they fail a Morale check they are pinned rather than falling back.
 * Special Equipment: Cyber Enhancement
 * Infantrymen have a 6+ Invulnerable Save.
 * Special Equipment: Warrior Weapons
 * Finally, Warrior Weapons lets you represent the Feral World hordes by having each man WITHOUT access to the Armory replace their lasgun with a laspistol & CCW or 2 CCWs for a nominal charge.