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==Unit Analysis== *''Keywords:'' Common keywords are {{W40Kkeyword|Astra Militarum}}, {{W40Kkeyword|Imperium}}, and the placeholder {{W40Kkeyword|<REGIMENT>}} which can be substituted for Cadian, Catachan, or the like. *''Sergeants:'' Like most armies the Guard's infantry (and cavalry) squads have non-commissioned officers leading them. These Sergeants (or Bone'Eads, if you're an Ogryn) have +1 Attack and Leadership over the rest of the squad, and in Infantry squads they swap the longarm of the rest of the unit for a laspistol and chainsword. Infantry Squads, Scions, Veterans, Rough Riders, Ogryns, and Bullgryns all have sergeants in some form, none of whom cost more than the non-Sergeants in the squad with them. ===HQ=== ====Regimental==== *'''NAMED ACE: 35pts.''' *'''Drop Company Commander: 40pts.''' *'''Drop Company Commissar: 40pts.''' *'''Drop Platoon Commissar: 30pts.''' *'''Ground Scanner Officer: 30pts.''' *'''Recon Platoon Leader: 75pts.''' *'''Sentinel Commander Vehicle: 55pts.''' *'''Tauros Commander Vehicle: 50pts.''' ====Officio Perfectus==== *'''Drop Lord Commissar:''' ===Troops=== *'''Drop Trooper Squad:''' *'''Forward Recon Squad:''' ===Elites=== *'''Command Squad:''' *'''Sappers Squad:''' *'''Special Weapons Squad:''' *'''Stormtrooper Squad:''' *'''Tactical Air Controller:''' *'''Master of Ordnance:''' *'''Veteran Squad:''' *'''[[Ogryn|Ogryns Bodyguard]]''': *'''[[Ogryn|Drop Ogryns Squad]]''': ===Dedicated Transports=== *'''Aquila Lander:''' *'''Arvus Lighter:''' *'''Tauros Maximus:''' *'''Valkyrie Airborne Assault Carrier:''' *'''Valkyrie Sky Talon:''' ===Fast Attack=== *'''Drop Sentinal:''' *'''Recon Bike Squad:''' *'''Armoured Sentinels: *'''Tauros Assault Vehicle:''' *'''Tauros Medicae:''' *'''Tauros Venator:''' ===Flyers=== Standard Flyer rules for your reference: '''Airborne''' (model cannot charge, can only be charged by Fly models, and can only attack or be attacked in the fight phase by Fly models), '''Hard To Hit''' (enemy shooting attacks against this model suffer -1 to their hit rolls), and '''Supersonic''' (pivots up to 90 degrees before moving in a straight line and advances 20" instead of d6"). *'''Valkyrie:''' The original badass of the skies can hold 12 {{W40Kkeyword|Astra Militarum Infantry}}, with Ogryns counting as three models. The most modestly-armed of the three IG V-flyers, it comes stock with a multi-laser (36" heavy 3 S6 AP0 D1) and hellstrike missiles (72" heavy 1 S8 AP-2 Dd6, roll 2d6 for damage and discard the lowest). The multi-laser can be swapped for a lascannon and the hellstrikes can be swapped for two multiple rocket pods (36", assault d6, S5, AP-1, D1). You can take a pair of optional heavy bolters. Obviously it would be best for you to match the weapons to their best role, anti-tank or anti-infantry. Additional special rules include Hover Jet (loses the three flyer rules to reduce their movement to 20") and Roving Gunship (it if's hovering, it gains +1 to hit rolls). Grav-Chute Insertion allows models to disembark from a Valkyrie, but if the Valkyrie has moved more than 20" then disembarking models are killed on a d6 roll of 1. Disembarking models cannot move again this turn and most deploy more than 9" away from enemy models. ** Candidates for embarking include Command Squads (Guard or Scions) with special weapons and Cyclops Demolition Vehicles. Otherwise drop a squad of Ogryn and hope for a nice, long charge distance or drop them into cover to set them up for a move and charge next turn. *'''Valkyrie Sky Talon (FW Legends):''' An Elysian-exclusive variant, this model has a heavy bolter and two hellstrike missiles (''two'', not the one that the regular Valkyrie has), which can be swapped for two multiple rocket pods. The main difference is that you swap the Infantry transport for the ability to carry one Elysian Tauros model (which are fast enough that they don't need help getting around the map unless you're playing apocalypse and even then artillery will make a bigger difference) or two Elysian Drop Sentinels. *'''[[Vendetta Gunship]]:''' A Valkyrie whose first words were "fuck tanks". The three usual rules and hover jet, alongside its transport capacity of twelve models make it capable enough for dropping troops, but note that it doesn't have the Grav-Chute Insertion rule of the Valkyrie. But obviously, you're not taking her to mainly transport things, since the Valkyrie does it better and cheaper. No, you're taking her for the ''three 72" twin lascannons'' she has as standard. Two of the twin lascannons can be swapped for the hellstrike rack (72", heavy 2, S8, AP-2, Dd6+2), but you shouldn't do that as you're swapping four lascannon shots for two weaker attacks that may do more damage, but not as much damage as two additional lascannon shots. Finally, she can also take two heavy bolters. With 9th edition removing the -1 to hit rolls for moving and firing heavy weapons if you're a Vehicle, this model is back in relevance now. Note, however, that it does ''not'' have Roving Gunship, which means the improvement in tank-hunting power over a Valkyrie is less than you might think. This will hit 3 times on average with tank hunting weapons, versus the Valk's two. Your call whether that's worth 80 points and tbe loss of Grav-Chutes. *'''[[Vulture Gunship]]:''' The last of the V-flyers, this is the only one without transport capacity and is a true gunship. With a Valkyrie's statline, the Vulture comes stock with a heavy bolter, hellstrike rack (72", heavy 2, S8, AP-2, Dd6+2) and two multiple rocket pods (36", assault d6, S5, AP-1, D1). You can swap the hellstrikes and rockets for two punisher gatling cannons (24", heavy 20, S5, AP0, D1). Good for mulching guard-shaped enemies (statistically, it'll delete an Infantry Squad a turn) and hurting heavier Infantry with sheer volume of fire. The range in the guns is deceptive - 24" is a lot meaner than it looks when it's mounted on a platform that can cover nearly ''four feet'' of board space without advancing. You'll get exposed to enemy fire, but you're Hard to Hit and have more wounds than a Leman Russ. Never take it into Hover mode unless you absolutely have to - it's lost its Strafing Run rule in 9th, so you get nothing from staying still. *'''[[Avenger Strike Fighter]]:''' Brrrrrrrrttttt! Someone put the A-10 Thunderbolt into 40k. With T6 ,W14, and Sv3+, the Avenger is decently rugged, but can't stand up to sustained fire for long. Two lascannons and a heavy stubber are secondary weapons, you're taking this thing for the 36", heavy 10, S6, AP-2, D2 Avenger bolt cannon. With 9th edition giving Marines W2 and heavy bolters D2, this model no-longer fills a niche it used to, but it still looks cool-as-fuck. *'''[[Lightning Fighter|Voss-Pattern Lightning]] (FW):''' With the same profile as the Avenger, the Lightning nominally carries more anti-tank firepower but not that much. Two lascannons are standard and a hellstrike rack is optional (72", heavy 2, S8, AP-2, Dd6+2). Honestly? You have better anti-tank firepower. *'''Lightning Strike Fighter:''' *'''[[Thunderbolt Fighter|Thunderbolt Heavy Fighter]]:''' The Thunderbolt has an extra wound and point of toughness over the other fixed-wing Flyers. A quad autocannon and twin lascannon with optional hellstrike rack make up their armoury. Can be thought of as a tougher and longer-ranged Avenger Strike Fighter. *'''[[Thunderbolt Fighter|Thunderbolt Fury Heavy Fighter]]:''' ===Heavy Support=== *'''Sentinel Powerlifter:''' *'''Support Sentinel:''' *'''Heavy Weapon Squad:''' Three Heavy Weapon Teams. Some of the most point-efficient firepower in the game - at the cost of ALL durability. You have no extra bodies with lasguns to take wounds for you, no Sergeant to bolster leadership, and you're still T3 with a 5+ save - if these guys get caught by anything more energetic than a gretchin's sneeze they'll die. Even after the point hike, mortars are still the best option - LoS blocking in addition to their long range will let these guys survive until turn 2, and 3d6 S4 shots is nothing to laugh at, even at AP0 and D1. The Blast revision has helped them - they're a genuine threat to hordes now - and the '''Concentrated Fire''' Stratagem makes them a threat to Marines, even without orders. ''With'' orders they turn into consistent anti-infantry damage, and this goes even further if they're {{W40Kkeyword|Cadian}}. ** 50 points gets you 6 wounds and either three Mortars, Autocannons, or Heavy Bolters. For 55 points you get Missile Launchers or Lascannons. *'''Cyclops Demolition Vehicle:''' Bonus points for painting a Kamikaze headband on the model. M10", T6, W4, and Sv3+ means a flock of these models should get to where they want to be going. The demolition charge they carry hits hard, with 6", heavy 2d6, S9, AP-2, Dd3, blast. When this model attacks, it makes attacks against EVERY visible enemy unit within range and is destroyed afterwards; RAW, this makes it one of the best Character-killers in the game. It cannot complete actions or capture objectives, but it CAN fit in a Transport while taking up the space of six models and cannot shoot in a turn they disembarked. It is also more likely to explode, going off on a 5+ and inflicting d3 MW's on all units within 6". **NOTE: The Cyclops can only detonate if it is chosen to shoot while within engagement range. Because there's no way to get into engagement range and shoot without giving your opponent a turn first, for this thing to actually go off means it's been in melee for a turn and your opponent has both failed to kill it already and not fallen back from it - an extremely rare circumstance, and not one to be relied upon. Take this to scare your opponent off of objectives or force him to devote AT weaponry to getting rid of it - but don't expect to actually kill anything with it. *'''Sniper Squad:''' ===Lords of War=== *'''[[Marauder Bomber]]:''' 40k's version of the B17 'Flying Fortress' and probably one of the largest flyers in the game (and one of the largest you can actually afford). Two twin heavy bolters and a twin lascannon make up the fixed wargear, alongside Airborne, Supersonic, and Hard to Hit from the Flyer section. You then have a choice of two heavy bombs or two inferno bombs. Both are one-use and one-per turn, but you select a point the model moved over to be the target. With heavy bombs, roll a d6 for each unit within 6" of the target point and subtract one if that unit is a Character; On a 4-5, those units suffer d3 mortal wounds, rising to d6 mortal wounds if the result was a 6. Inferno bombs are slightly different, with you rolling for each unit within 9" and subtracting one if the unit is a non-Vehicle or non-Monster Character unit and inflicting d3 mortal wounds on a 4+. It should be noted that this affects ALL units, not just enemies. *'''Marauder Destroyer:''' A slightly tweaked Marauder Bomber, for when you want moar dakka instead of moar bombs. She carried a marauder autocannon (literally a heavy 12 autocannon), twin heavy bolter, twin assault cannon, a single heavy bomb, and an optional hellstrike missile rack (72", heavy 2, S8, AP-2, Dd6+2). ===Fortification=== *'''Drop Weapons Platform:''' *'''Tarantula Sentry Gun:'''
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