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==Stratagems== ===Universal=== Standard strategems that can be used by any and all Regiments. <tabs> <tab name="Battle Tactics"> *'''CARPET BOMBING {1CP}:''' Use 1CP for each bomb you drop after the first for one {{W40Kkeyword|<DROP REGIMENT>}} {{W40Kkeyword|AIRCRAFT}} for a maximum of 3CP. *'''HOT DROP {3CP}:''' After you set up a {{W40Kkeyword|<DROP REGIMENT>}} {{W40Kkeyword|INFANTRY}} unit with Aerial Drop. It can shoot as if it were your Shooting phase (it can still shoot normally in your Shooting phase). ** Will be nerf soon as it is broken right now. *'''PRECISION DROP {1CP}:''' In the movement phase, no model die when using Grav-chute Insertion to disembark from one {{W40Kkeyword|<DROP REGIMENT>}} {{W40Kkeyword|AIRCRAFT}} {{W40Kkeyword|TRANSPORT}}. *'''TAKE COVER! {1CP}:''' In the enemy shooting phase, add 1 Sv to a {{W40Kkeyword|<DROP REGIMENT>}} {{W40Kkeyword|INFANTRY}} beeing shot by the enemy until the end of the phase. </tab> <tab name="Epic Deed"> *'''FIGHT TO THE DEATH {1CP}:''' Any unit can take a morale test on 1d3 instead of 1d6. *'''INSPIRED TACTICS {1CP}:''' One {{W40Kkeyword|<DROP REGIMENT>}} {{W40Kkeyword|OFFICER}} can issue 1 more order. </tab> <tab name="Requisition"> *'''DROP ARMOURY {1CP}:''' One use only. Use "before the battle" and you may take 1 additional relic for 1 CP, or two additional relics for 3 CP; all relics must be different and given to different characters. *'''ACE PILOT {1CP):''' One use only, used before the battle begins. A {{W40Kkeyword|<DROP REGIMENT>}} {{W40Kkeyword|AIRCRAFT}} from your army (Not a named one though) gets an Ace Pilot ability. </tab> <tab name="Strategic Ploy"> *'''AERIAL FIRE SUPPORT (2CP):''' When one {{W40Kkeyword|<DROP REGIMENT>}} unit is charged, one {{W40Kkeyword|<DROP REGIMENT>}} {{W40Kkeyword|AIRCRAFT}} {{W40Kkeyword|TRANSPORT}} or {{W40Kkeyword|VULTURE}} within 6" of the unit being charged can fire at the charging but can "only" hit on 4+. *'''BORN TO EXPLODE (3CP):''' Use when a {{W40Kkeyword|<DROP REGIMENT>}} {{W40Kkeyword|CYCLOPS DEMOLITION VEHICLE}} Detonates or is destroyed. If it detonates, all shots auto hits all units in range. If it is destroyed by the enemy, it automatically explodes. *'''CONSOLIDATE SQUADS (1CP):''' At the end of your movement phase. Select two {{W40Kkeyword|DROP TROOPERS SQUAD}} units within 2" of each other that share the same {{W40Kkeyword|<DROP REGIMENT>}}. The selected units combine to form one big unit. *'''FIRE ON MY POSITION (3CP):''' Use when the last model is slain from a {{W40Kkeyword|<DROP REGIMENT>}} unit equipped with a vox-caster, before removing it from the table; for each unit (friend and foe) within 3", on a 4+ that unit suffers 1d3 mortal wounds. *'''FLYING DEATH (1CP):''' In the Morale phase. Select a {{W40Kkeyword|<DROP REGIMENT>}} {{W40Kkeyword|AIRCRAFT}}. Your opponent must subtract 1 to any Attrition tests taken for enemy units that are within 9" of that unit in this phase. *'''HAMMER BLOW (2CP):''' In your Shooting phase, when a model is destroyed by an attack made by a {{W40Kkeyword|<DROP REGIMENT>}} {{W40Kkeyword|AIRCRAFT}}. That destroyed model’s unit is pinned until the start of your next turn. The pinned units halve the result of any Advance and charge rolls and get -1 to hit until your next turn. *'''HIDDEN POSITION (1CP):''' At the start of your opponents Shooting phase. One {{W40Kkeyword|<DROP REGIMENT>}} {{W40Kkeyword|RECON SQUAD}} entirely on or within a terrain can only be targeted if it is the closest visible unit. *'''PRELIMINARY BOMBARDMENT (2CP):''' One use only. After deployment but before the first battle round, each enemy unit on the battlefield suffers a mortal wound on a 1d6 roll of 6+. *'''REFUEL AND REARM (2CP):''' When an {{W40Kkeyword|AIRCRAFT}} leaves the table to enter Strategic Reserves, Bombs already used in that battle are immediately replenished and on a 2+, heal D3 Wounds. *'''TACTICAL AIR CONTROL (1CP):''' At the start of your Shooting phase. Select one {{W40Kkeyword|TACTICAL AIR CONTROLLER}}. Until the end of that phase, when using its Air Raid Requested or Strafing Coordinates abilities, measure the range and visibility from any friendly {{W40Kkeyword|<DROP REGIMENT>}} unit equipped with a vox-caster. When rolling a D6 for that model’s Air Raid Requested ability, add 2 to the roll. *'''TARGET ACQUIRED (1CP):''' In the Shooting phase when a {{W40Kkeyword|<DROP REGIMENT>}} {{W40Kkeyword|SNIPER SQUAD}} or {{W40Kkeyword|<D-99>}} {{W40Kkeyword|‘DECIMATOR’ SQUAD}} shoot. Select which models wholly within range and visible in the enemy unit are wounded for all wounds inflicted by a sniper rifle or anti-material rifle in this unit. </tab> <tab name="Wargear"> *'''ADVANCED COUNTER-MEASURES (1CP):''' Before the battle. Select one {{W40Kkeyword|VALKYRIE}} or {{W40Kkeyword|VALKYRIE SKY TALON}} model from your army. When you declare that model will hover, it does not lose the Hard to Hit ability. *'''FLARE LAUNCHER (1CP):''' Enemy don't get any bonus to hit when targeting one {{W40Kkeyword|<DROP REGIMENT>}} {{W40Kkeyword|AIRCRAFT}} unit until the end of the phase. *'''GUIDED MISSILE (1CP):''' At the start of your Shooting phase. Select a {{W40Kkeyword|<DROP REGIMENT>}} {{W40Kkeyword|HEAVY WEAPONS SQUAD}}. Until the end of that phase, this unit add 2 to its hit rolls for any attack made with a Missile weapon against enemy units that can FLY. *'''MELTA BOMB (1CP):''' During the fight phase against a {{W40Kkeyword|VEHICLE}}, one model in a {{W40Kkeyword|MELTA BOMB}} unit can sacrifice their attacks to make one hit roll. If it hits, that vehicle takes 2d3 MWs. *'''OVERCHARGE POWER-CELL (1CP):''' Use this Stratagem during the Shooting phase. Select a {{W40Kkeyword|<DROP REGIMENT>}} {{W40Kkeyword|INFANTRY}} unit, all non Heavy Las weapons in that unit add +1 to wound against non {{W40Kkeyword|TITANIC}} enemy units but can only fire once per model. *'''SIGNATURE ACQUIRED (1CP):''' Re roll all failed hit rolls for missile weapons fired from one unit. *'''SMOKE CANISTER (1CP):''' Select a {{W40Kkeyword|<DROP REGIMENT>}} model equipped with mortar, grenade launcher or auxiliary grenade launcher. Instead of shooting, select one {{W40Kkeyword|<DROP REGIMENT>}} (except {{W40Kkeyword|AIRCRAFT}}) wholly within range. Enemy units get -1 to hit against the hidden target. *'''SMOKESCREEN (1CP):''' If a unit with a {{W40Kkeyword|<DROP REGIMENT>}} {{W40Kkeyword|SMOKESCREEN}} is shot, they can pop their smoke and force the enemy targeting them to take a -1 to hit them. </tab> </tabs> </div> </div> ===Rulebook Stratagems=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Just in case you forget, the following stratagems can be just as crucial as the ones above, if not more so. 9th Edition changed up some stratagems, while adding in several new ones. Prepared Positions was deleted. <div class="mw-collapsible-content"> *'''Command Re-roll (1 CP):''' Changed up a bit from 8th Edition. Re-roll a single Hit roll, Wound roll, Damage roll, Saving throw, Advance roll, Charge roll (this means you re-roll both dice), Psychic test, Deny the Witch test, or a roll to determine the number of attacks made by that weapon. It's much more narrow in its application, as you can tell. No more re-rolling shrugs or objective-based rolls. *'''Counter-Defensive (2 CP):''' Used in the combat phase after an enemy unit that charged has fought. Pick one of your units to immediately attack. *'''Cut Them Down (1 CP):''' Used when an enemy unit Falls Back, before models are moved. Roll a dice for each model in your army that is within Engagement Range (0.5") of that unit. For every roll of a 6 that enemy unit suffers 1 mortal wound. *'''Desperate Breakout (2 CP):''' Used in the movement phase. Pick a single unit in your army that is within Engagement Range of an enemy unit. Roll a dice for each model in your unit. On a 1, the model is slain. Then, they may make a fall back move, passing through enemy models as if they weren't there. At the end of the unit's fall back move, if any models still remain within Engagement Range of an enemy unit they are automatically destroyed. The remaining unit may not perform anything else this turn, even if they have an ability to do so. This is here to help you in case those Orks or Genestealers attempt to wrap around a unit to prevent you from falling back and save them from being shot at (unless you're Valhallan). However, you cannot order them to "GBITF". The value is in freeing up the wrapping unit for the rest of your army to shoot. *'''Emergency Disembarkation (1 CP):''' Used when a Transport model in your army is destroyed. You can set up disembarked units within 6" of the Transport model, but now are destroyed on a 1 or 2. Again, wager a 1/3 chance of dying (risky but acceptable) vs being auto-deleted by a bubble-wrapping horde unit (which is quite infuriating) trapping you inside of your transport. *'''Insane Bravery (2 CP):''' This stratagem can only be used once per game. Used at the start of the Morale Phase. Automatically pass a morale test for a single unit of your choice. This is one you should save for a Conscript/Combined Squad. *'''Overwatch (1 CP):''' Used in the Charge Phase. Pick a single unit that an opponent's unit declared as the target of a charge, it may fire Overwatch. It's now a stratagem, goodbye shenanigans. </div></div>
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