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Warhammer 40K RUMORS: Astra Militarum Regimental Doctines & Orders

6 Minute Read
Oct 20 2022
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There’s a new set of Astra Militarum rumors doing the rounds – ATTENTION SOLDIER, let’s talk new Doctrines & Orders!

The IG have had a long lamentable 8th and 9th Edition.  Abe has been beside himself with grief for years. But apparently coming up towards the tail end of 9th Edition codexes or maybe the very last one, it was perhaps only a matter of time until some Astra Militarum rumors started to trickle down.

Here’s the latest.

The Rumors

We have three previous batches, and one new one to catch up with. The previous 3 have all been kindly collated together over at B&C.

Batch 1 (April 2022)

These come from Valrek and are roughly a month old:

  • Plastic/Re-Cast Kasrkin
  • Dorn (a tank) is chunky, comes with lots of weapons (but could still have a name change!)
  • A new infantry kit, with a shift towards a more “veteran” -theme, sort of like “the last sons of Cadia”
  • New Command Squad
  • New Heavy Weapons Team
  • New Sentinels, which will be “Cawl-ified”, aka better tech?
  • New HQs/Commissars/Generals

Batch 2 (April 2022)

These come via Simply Warhammer who got it from a playtester (who has been right on several codexes before, including Aeldari)

  • Rogal Dorn Tank will be Toughness 9, also probably 15/16 wounds
  • Tank Commanders BS 4+ but Leman Russ turrets will be plus one to hit and can fire out of combat
  • Deathstrikes revamped esp firing mechanism, 3D3 mortal wounds to everything within 6 inches and can fire 3 missiles
  • Krieg in the codex

Batch 3 (April 2022)

These come via Reddit

  • A new Lord Solar in the book and that he will be riding something…

Batch 4 (August 2022)

These come from the GSC Discord (by way by B&C)

  • Veteran Squads and Special Weapon squads are gone from the book, and Infantry squads lose access to heavy weapons, but gain a second special weapon slot.
  • You won’t be running pure cadians (of course you could) You will be able to mix and match different regiments into one force.
  • Your army bonus doesn’t care that half is catachan and the other krieg, you’ll still get your army rule.
  • The only benefit in running say a unit of catachan is to use a strat like “vicious traps”
  • In enemy charge phase spend X cp When a unit is charged and is in terrain, roll a d6 +1 if unit is catachan or guerrillas +1 if unit has a melta mine +1 if sly marbo is on the battlefield
    • On a 2-5 the enemy unit suffers d3 mortal wounds, on a 6+ the enemy unit suffers 2d3 mortal wounds
  • The command squad is now the hq
  • You don’t get individual characters leading
  • Field Ordinance Battery Choices
    • Bombast field gun
    • Heavy lascannon
    • Malleus rocket launcher
  • Scions range is now 24″ get the regiments bonus and also 6’s to hit score additional hits

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Batch 5 (THE NEW ONES)

These come via B&C

Regimental Doctrines

Mech Infantry – may disembark after moving.

Parade Drill – already given on warhammer community article

Armoured Superiority – Sentinels count as 3 models for objective’s. Other tanks 5. Super heavies count as 10

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Blitz Division – costs halve PL when working what goes in reserve. Can deploy on turn 2 with the “turn 3” rules for setup

Bombadiers – if a Vox or sentinel can see a enemy unit and is within 12 from an artillery piece add +1 to hit

Heirloom Weapons –  +4 inch range

Brutal Strength – moving and shooting heavy weapons no -1 hit. First turn in combat and +1 str for infantry

Grim Demeanor – do negative rolls for combat attrition

Guerilla Fighters – ranged attacks more. Than 18 inches away give infantry and sentinels soft cover

Elite Shock Troops – reroll one hit roll per unit

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Industry Efficiency – treat Ap1 as AP0

Swift as the Wind – infantry gain +1 inch movement. All others gain +2. Also add +1 to charge rolls

Trophy Hunter – attacks against monsters and vehicles get +1 str

Recon Operators – Cavalry and sentinel units get a pre game move must end further than 9 inches away from the enemy.

That’s it for doctrines. HOWEVER you must give up “hammer of the emperor” which is massive!

 

Regimental Orders

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In your command phase officers can issue orders 6 inch for regiment and perfectos orders. 12 inch for mechanised orders. If an officer disembarks from a transport it can issue an order as it was in the command phase.

FRFSRF – Heavy 3

Take Aim +1 to hit +1 AP

Fix Bayonets +1 to hit on Melee +1 AP

Take Cover – Get light cover if already in light gain dense.

Move Move Move! +2 movement if you chose to advance auto 6 (no roll )

Suppression Fire – target infantry unit only. Can only target 1 unit. If 5 or more hits are scored enemy unit subtracts 1 from hit rolls until your next shooting phase.

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Tank Orders

Pound Them to Dust – when using blast weapons double the amount of models on the enemy unit.

Full Throttle – add 2inch movement. Count as stationary if advanced.

Gunners Kill on Sight – reroll 1’s To hit.

Blitz Them!! – add +1 to charge rolls. If a charge is made roll a dice a 4+ inflicts D3 mortal wounds. (Dozer blades add +1 to “hit roll”

Shock and Awe – Gain objective secured

Pinning Fire – target infantry unit only. If 5 or more hits are made unit subtracts 2 from movement

 

Other Orders (possibly prefectus/commissar orders)

Forwards, for the Emperor! – When shooting,the unit counts as having Remained Stationary if it made a Normal Move or Advanced

Duty and Honour! – The unit can perform actions even if it Fell Back or Advanced, and shooting does not cause actions to fail.

Get Back in the Fight! – The unit can shoot or charge (but not both) in the same turn it Fell Back

At All Costs! – Unit pains Objective Secured (its models each count as 1 extra model if it already has this ability),

Show Them Steel, Show Them Contempt – Add 1 to the unit’s Leadership, and its models can ignore mortal wounds on a 5+

Remain Vigilant – units cannot be set up within 12\*, and the unit can Hold Steady if charged (and its overwatch hits on a 5+)

Thoughts

Wow, that’s a LOT of doctrines and especially orders. I’m really interested to see GW experimenting with things like the Pinning orders that reduce the effectiveness of target units in their next turn. That opens up a lot of interesting tactics for the Astra Militarum army that can be built to have plenty of extra units to throw out orders to degrade key enemy units while the rest of the AM army trundles into position and blazes away. Intriguing.

The previous bunches of rumors look like they panned out based on the recent GW Astra Militarum seminar reveals. So that gives me high hopes for this set.  It’s going to be amazing if the new Codex can take the Astra Militarum from one of the weakest faction in 40K to leaders in one huge jump.

If there is any army that relies on hope for the future – it’s Astra Militarum!

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Author: Larry Vela
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