40K: Regimental Focus: The Vostroyan Legacy

The Vostroyans are coming to play in the next Astra Militarum Codex and they are bringing their family heirlooms with them!

The planet of Vostroya is a world famous for the Offering of their First Born – a promise that each family will send their first born son to enlist in the Astra Militarum. This was due to the guilt the planet felt after refusing to send regiments to the Emperor during the Heresy. They preferred to stick to manufacturing and crank out the tools of destruction. It may have also had to do with the fact that they had sworn allegiance to Mars during the Age of Strife. Regardless, the Regiments of Vostroya are comprised of the first born males of every family. And the Vostroyans do their best to take care of their sons…

via Warhammer Community

Vostroyan armies are well known for their ornate appearance, both in the background and on the tabletop! Armed with ornate weapons and wargear that hearken back to ancient eras of warfare, the Vostroyans are obsessed with duty and lineage. Indeed, every Vostroyan goes to war armed with priceless heirlooms, built and maintained to a much higher standard than that of the rest of the Astra Militarum.

The Vostroyan’s Regimental Doctrine Heirloom Weapons does a good job of translating their technical expertise and manufacturing to an advantage on the tabletop:

That’s right folks – all their Lasguns are 30″ range. That means they can sit back just out of most other armies and fire down range. That extra 6″ could buy you a valuable turn of fire before the enemy makes it to your lines and it could be the difference between victory and defeat. But let’s think outside the box just a bit. That also applies to Heavy Weapons as well. And we also know that Doctrines will impact Leman Russ tanks as well as other vehicles in the Astra Militarum’s arsenal. You know what’s 24″ and lays down a stream of lead like no other?

Oh and don’t forget what we learned yesterday about how the Leman Russ can fire twice. Just tossing that out there. The doctrine also applies to their OTHER weapons as well. 42″ heavy bolters, 54″ Lascannons…Oh and how about their plasma guns. Doesn’t that also bump up their Rapid Fire “double tap” range to 15″ as well? Moving on…

With that extra range, the enemy is going to want to close fast – who can blame them! For the Vostroyans, it’s going to be a matter of maximizing that long range as we mentioned before. But that doesn’t mean they don’t have some dirty tricks even when the enemy gets close. Check out their unique order: Repel the Enemy!

So basically the Vostroyans can fire into close-combat with all their weapons, not just pistols! That means they are going to (hopefully for them) get an extra round of shooting at long range and when you do actually make it to them in close combat, they are going to get ANOTHER round of shooting into your unit. And that’s not even counting the rounds in the middle! What if they (wisely) move back on their turn as well and get those extra shots off. Smart AM players are going to be able to really take advantage of that extra range and then seal the deal in “close-combat” territory.


Games Workshop has also decided to show off some of the special rules for Scout Vehicles. These aren’t specific to the Vostroyans but you can see how they can take advantage of them. First up we have the Scout Vehicle rule:

Sentinel Walkers are going to be able to get pretty much anywhere they need to go. If they are running around with an Autocannon or Lascannon (or really any weapon in their wargear options) they are going to be able to reach out and touch the enemy. You could use this move in sorts of fun ways. Maybe it’s a bait unit to get your opponent to deploy near them on to have them run off. Or maybe they are tank hunters that are going to run up the sides and get long shots at enemy armor. You’ve got options! And if for some reason they are grossly out of position, you can always spend a Command Point and use the Go! Recon! stratagem:

I can see this used in some very sneak ways. You will sacrifice your shooting/charging but you could also use it to buy yourself a turn by absorbing a charge or denying area for the enemy to “deepstrike” in. I think it’s more about the board control than anything else with this one. Then again, you can also use it to get the jump on the enemy and setup a threat for next turn…

With the Vostroyans confirmed that means we’ll likely be seeing more about them in the book. Unique Warlord Traits, Relics, and Stratagems are all high probability inclusions for them as well. Now the question will be where will you get those models…


What do you think of the Vostroyans? Are their Heirloom weapons going to make an impact or are you not concerned about that extra distance they are get with their Rapid Fire and Heavy weapons?

  • I_am_Alpharius

    Ding..ding..ding! We have a winner Heirloom Weapons doctrine is down right awesome and effective way to pip of a few extra enemy models, before they close down on you. Repel the Enemy stratagem is nasty, if you’ve got units left when the enemy is up in your face,

  • Inquisitor Corwin

    This is pretty interesting. Long range flashlights are handy, especially since volume is your friend here. I’m seeing the best use here being plasma guns and anti tank weapons. A 6” bonus will let you get the first zap in against MEQ’s and even make Tau and Eldar nervous.
    Repel the enemy? Eeeeeh. That seems like a pretty desperate use of a command point, considering how limp guardmen are in CQC. Then again, another round of shots (especially flamers) could show some stray boyz, gaunts or Dark Eldar who’s boss (assuming any guardsmen survived being charged).

    • Watcherzero

      Theres also the universal order to fall back and still shoot which gives overwatch, arguably better unless you dont want to be pushed off an objective even though you could just fall back 1″. It kinda feels like it was built for squads with decent melee to get in a round of shooting and still fight in the fight phase but there aren’t many Guard units like that (Ogryn with Ripper guns maybe?) but they are auxillary not regiment.

      • Simon Bates

        Yes, it’s more niche than it initially appears. That said, in a situation where you really don’t want to yield ground it could be useful.

    • Soviet Commubot

      Repel the Enemy is an order, not a strategem, no command points necessary.


    Omg really this is just so bad..admech have so worst rules and codex then those guys..so much cheese

    • I_am_Alpharius

      I don’t know what Ad-Mech Codex you’ve read, as there is plenty of “cheese” lock away in that tome.

      • OctopusVolcano

        I would more reference the fact that AM seems to be getting all the rules they lost in the move to 8 back, plus some more. Admech is still missing a lot of what it had in 7th. not to say we didn’t get anything new, far from it, but the things we arguably actually needed are still kept out of our reach.

        Why cant Dragoons and/or Balistarii take advantage of a scout move for example. Sure we have other options, but they cost CP to take advantage of. So far all the AM stuff is free, doctrines and special officer orders cost nothing.

        • PrimoFederalist

          Your complaint is about Dragoons?! They’re freaking amazing now!

          • OctopusVolcano

            It’s not about them, but as I recall they both had the scout rule in 7th and no longer do. Amongst other units and rules missing that we need to survive. Fnp on vanguard and rangers for example, now we h ave to sacrifice other potentially more useful options in order to get something we had anyway to begin with.

            It’s not just one thing, or one unit. The codex in my mind is there to give back the flavour temporarily lost in the transition to 8th and add other options to diversify the army. We got a smattering of diversity, the odd improved unit here and there (dragoons and fulgurites) and very little of what gave admech its identity in the first place.

          • Mr.Gold

            technically it was the detachment that gave the dragoons the scout rule… but I see your point regarding missing rules.

    • 301stFeinminsterArmoured

      Relax, the nerf-bat of Damocles falls tomorrow.

  • swiftscythe

    Can Vostroyans now deep strike out of a valkyrie 9 inches and still rapid fire plasma and halfrange their meltas? Bs3+ veteran squads jumping out of a vehicle can be awesome again.

    • Watcherzero

      Unless its Faq’d that the range extension doesn’t apply to rapid fire range calculation, yes.

      • I_am_Alpharius

        Why would it be FAQ’d that way. The wording is very specific in is phrasing:

        “can add 6″ to the maximum range”

        You’re literally adding 6″ to the range so rapid fire weapons with a standard maximum range of 24″ (therefore r.f at 12″), would now have an effective standard range of 30″ and therefore a rapid fire range of 15″

        Note its also optional because of the use of “can”.

        • Watcherzero

          Because it says add 6″ to maximum range when firing not that it increases the base range of the weapon which is used for rapid fire calculation, they could also choose to interpret that it doesn’t if they feel its not working out balance wise or was unintended.

          • I_am_Alpharius

            The Rapid Fire rules make no reference to “standard” or “base” range being the qualifying factor that dictates the point at which the shots are doubled. It only stipulates maximum range. Under this doctrine the maximum range has increased and therefore the Rapid Fire range will adjust accordingly:

            “A model firing a Rapid Fire weapon
            doubles the number of attacks it makes
            if its target is within half the weapon’s
            maximum range.”

          • 301stFeinminsterArmoured

            When you’re right, you’re right.

          • Lebowski1111111111

            Your really stretching here. It seems very clear what the intent is, 15 inch rapidfire range when the max is 30 inches.

    • McGibs

      Rule only applies to rapidfire and heavy weapons with range of 24″ or more. So meltaguns and flamers are out.
      Plasma rapidfire is 12″ and already capable of doubletapping out of deepstrike (though now you can reach 3 more inches over bubblewrap with the trait).

      • Bootneck

        If you planned on doing that, your better off using Mordians Vets with Plasma’s and “Form firing squad” order from a nearby command squad that’s also dropped in.

        Good way to assassinate some pesky character.

    • Andrew Marshall

      Melta would still be 12″. Only applies to 24″+ guns

    • 301stFeinminsterArmoured

      Plasma? Yes. Melta? Multi or bigger only. I’d be more scared of Vostroyan Chimeras, especially the Gryphonne-Pattern. Or any of the non-Infernus Malcadors. TBH, anything that has a lot of 24-48″ Heavy weapons, or can take a Storm Bolter is going to be straight value in a Vostroyan list.

  • generalchaos34

    im loving the regiments, they put you into a specific way to play and they are reflective of the fluff. Catachan want you to get into close combat and have heavy artillery support. Mordians want you to be tight ranks with close vehicle support, and dare you to assault them. and Vostroyans rely on their superior firepower to keep them at range

    • 301stFeinminsterArmoured

      You forgot that Mordians hate Herohammer, and think you’re a poncey nunce if you run that kind of list against them.

  • Carey_Mahoney

    So Vostroyans aren’t excelling in producing shorter-ranged firearms? Very diversified fluff, indeed…

  • As a Vostroyan player I think this is being over-hyped: An extra 6″ on a flashlight is nice, but nothing to write home about. This is a new edition of Wh40k and most things go flying across the board in two turns or less. Shooting into combat sounds awesome, but the poor guardsmen have to survive an initial round of combat to shoot back, and usually there’s not much left! It also costs an order, which I’d rather use on other things than a few tiny guns.

    Even 40 shots from a Punisher can only kill so many marines (half of the shots will miss, 2/3 of them will wound, 2/3 of the wounds will be saved…), certainly not the equivalent of its points value.

    I’m very grateful to GW for writing characterful rules to 10 year old models (they didn’t have to), but these are nothing for folks to panic about.

  • Heinz Fiction

    The regimental doctrine is very ambiguously written. If they dodn’t give an example I would have concluded that the 24″ restrictions applies to heavy weapons as well. This will cause a lot of unecessary arguments.

    • Marcet

      Not sure if I understand you correctly, but the 24″ applies to Heavy weapons as well. The GW article on the Warhammer community site is pretty clear that heavy flamers don’t get the range extension:

      “… All the sentinel’s weapons (barring the heavy flamer) benefit from Heirloom Weapons…”

    • shabbadoo

      So you don’t take the rule to mean if a weapon is a Rapid Fire or Heavy weapon, and it has a range of 24″ *or more*, you add 6″ to it range? It literally cannot be explained any simpler than that. Basically, Vostroyan long arms and big guns have greater range because they are constructed to the most exacting of standards – better than Astartes weapons even.