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==Regiments and Regimental Doctrines== *'''Elysia: Drop Expert''' - ''The classic Elysian Drop Troops, loosely based on [https://en.wikipedia.org/wiki/Battle_of_Dien_Bien_Phu French Foreign Legion Paratroopers], even though they seem to almost always die in the official fluff. Got invaded by Chaos Space Marines during the Great Rift and are in the middle of battling it old with the help of the Emprah's Golden Boys.'' ** {{W40Kkeyword|INFANTRY}} units with this doctrine can Advance and shoot with any non-Melee non-Heavy weapon. When they do so, they suffer a -1 to hit penalty. Assault weapons may shoot without penalty. ** {{W40Kkeyword|INFANTRY}} units get the benefit of Rapid Fire at 18" on 24" Rapid Fire guns and at 12" on 18" Rapid Fire. *'''Harakoni Warhawks: Armoured Descent''' ** W40Kkeyword|INFANTRY}} units gain Sv4+. ** 6+++ for any model with Sv4+ or better. *'''Phantine Skyborne: Wings and Talons''' - ''The small number of "ground" forces supplied by the planet of Phantine during and after its liberation in the Sabbat Worlds Crusade. Though best known for their [https://wh40k.lexicanum.com/wiki/Double_Eagle_%28Novel%29 elite pilots] who uncharetaristically [[Awesome|do not form part of the Imperial Navy]], Gaunt's Ghosts do pitch in with a battalion of their paratrooper infantry during the Siege of Ourenberg. On the battlefield they enjoy unique synergies between their infantry and aircraft, as they are the only Guard regiment in existence that officially has their own aircraft.'' ** A <PHANTINE> AIRCRAFT that targets the same enemy unit as a <PHANTINE> INFANTRY unit during the Shooting phase may re-roll hit rolls of 1 and vice-versa. ** A <PHANTINE> AIRCRAFT gets to treat themselves as having double wounds for purposes of the vehicle damage chart. *'''Hell Harlots: Overhead Assault''' ** Units with this doctrine always wound a non VEHICLE unit on a 4+ with a Melee weapon. ** When resolving an attack made in the Fight phase, an unmodified wound roll of 6 is resolved with a bonus of -1AP. *'''Arnheim Pathfinders: Utrinque Paratus''' - Modelled on a blend of modern-era and WW2 British Paratroopers, these guys strike a dashing sight in their maroon berets and are known for their ferocity on the battlefield even in the face of impossible odds. True to their Arnhem / Battle of Britain roots, they benefit from buffs in the Morale phase and harder-hitting aircraft. ** INFANTRY units with this doctrine ignore combat attrition modifiers for morale tests. ** AIRCRAFT with this doctrine may re-roll wound rolls of 1. ====Custom Regimental Doctrines==== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> <div class="mw-collapsible-content"> *'''Agile Warriors:''' {{W40Kkeyword|INFANTRY}} can re-roll advance dice. *'''Close combat expert''' Add 1 to the Weapon skill of {{W40Kkeyword|<DROP REGIMENT>}} units. *'''Counter expert:''' Units with this doctrine may fire Overwatch once per turn when charged by an enemy unit. *'''Disciplined Shooters:'''{{W40Kkeyword|Infantry}} units double the number of attacks with Rapid Fire weapons at a range of up to 18". Hot-shot lasgun may double the number of attacks at a range of up to 12β instead. *'''Gunship Dance:''' Re-roll hit rolls of 1 in the Shooting phase for {{W40Kkeyword|AIRCRAFT}} units if they did not move in the previous Movement phase. *'''Heavy Infantry:'''{{W40Kkeyword|INFANTRY}} units gain access to the Carapace Armour equipment. (canβt be combined with the Mobile Infantry doctrine) *'''High energy ammunition:''' Improve the AP characteristic of las weapons and shotguns by 1 while within 6" of an enemy. *'''Honour paint:''' {{W40Kkeyword|VEHICLE}} grant +1 Ld to {{W40Kkeyword|<DROP REGIMENT>}} {{W40Kkeyword|INFANTRY}} within 9β. *'''Hungry for Battle:''' Add 1" to advance and charge rolls *'''Jury-rigged Repairs:'''At the start of the turn, roll a d6 for each {{W40Kkeyword|VEHICLE}} that has lost a wound (except {{W40Kkeyword|AIRCRAFT}}). It heals one wound on a 2-4, and d3 wounds on a 5+. *'''Leaf in the wind:''' FNP 5+ for {{W40Kkeyword|AIRCRAFT}} *'''Lordsβ Approval:''' melee weapons get -1 AP if within 9" of an {{W40Kkeyword|OFFICER}}. *'''Missile storm:''' When you roll Missile weapon's damage, Roll 2 dice and keep the highest. *'''Mobile Infantry:''' {{W40Kkeyword|INFANTRY}} can Advance and still shoot any weapon type except Heavy weapons but with -1 BS. Assault weapons do not suffer any penalty. *'''Pyromaniacs:''' Flamers, heavy flamers, and twin heavy flamers re-roll wound rolls of 1. *'''Reinforced armour:''' {{W40Kkeyword|VEHICLE}} treats attacks against them with an AP of -1 as having AP 0. *'''Shield of courage:''' {{W40Kkeyword|INFANTRY}} halve the number of models that flee, rounding up, if they fail a Morale test. *'''Slum Fighters:''' {{W40Kkeyword|INFANTRY}} scores an additional melee hit on an unmodified melee hit roll of 6. *'''Spotter Details:''' +6" to the range of heavy weapons with a range of at least 24". *'''White of their eyes:''' Can declare Overwatch even if the enemy is not visible, counts as being within 1β, and can re-roll 1βs to hit. In addition, the first Overwatch stratagem per turn is free and can be used as normal a second time on a different unit. *'''Wilderness Survivors:''' {{W40Kkeyword|INFANTRY}} that did not advance get the cover save bonus to their saving throws. </div> </div> ====Maintaining Regiment Doctrines==== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Most units in {{W40Kkeyword|Astra Militarum}} detachments (excluding Superheavy Auxiliary detachments) benefit from a regimental doctrine if every unit in the detachment has the same {{W40Kkeyword|Regiment}} and/or is on the list of units that do not break regimental doctrine. These units include: <div class="mw-collapsible-content"> *{{W40Kkeyword|Aeronautica Imperialis}}. Not "this unit, and that unit", but all Aeronautica units, like Vendettas. *{{W40Kkeyword|Militarum Auxilla}} AKA Abhumans, each and every single one. *Ministorum Priest and Crusaders. Not {{W40Kkeyword|Adeptus Ministorum}} units, ''just those two''. *{{W40Kkeyword|Officio Prefectus}} AKA Commissars. *{{W40Kkeyword|Militarum Tempestus}} units won't prevent your army from getting a Doctrine, but they themselves won't get their {{W40Kkeyword|Storm Troopers}} doctrine ''unless'' all other units are Tempestus themselves (or people from this list). So, if you want to bring Artillery or other vehicles, you'll need to bring them in a separate Spearhead detachment. *{{W40Kkeyword|Scholastica Psykana}} AKA Primaris Psykers ([[Primaris_Librarian|no relation]]), Wyrdvanes, and Astropaths. *Tech-priest Enginseer (either your copy, the elite with {{W40Kkeyword|Astra Militarum}}, or AdMech's copy, the HQ without) and Servitors. Not {{W40Kkeyword|Forge world}} units, just those three. Remember ''this is an Astra Militarum Detachment''. They DON'T gain a Dogma, NOR AdMech Stratagems, Relics or Warlord Traits. [[Warhammer_40,000/Tactics/Adeptus_Mechanicus(8E)|If you want those rules]], you can bring them in a separate Vanguard detachment, for all the good it'll do you. As alluded to above, Superheavy Auxiliary Detachments don't benefit from Doctrines. If you want a LoW with a Doctrine you need to take them in either a Superheavy Detachment ('''3-5!''' Lords of War), <strike>a cheaper Supreme Command Detachment (3-5 HQs plus '''0-1 LoW''')</strike>, or give it the '''Steadfast Leviathan''' Tank Ace trait in a Superheavy Auxiliary Detachment. *The '''[[Death Korps of Krieg|{{W40Kkeyword|Death Korps of Krieg}}]]''' and '''[[Elysian Drop Troops|{{W40Kkeyword|Elysia}}]]''' can also be selected as your Regiment, though they do not have a proper Regimental Doctrine. Instead, they get a modified unit and Order selection with several choices unique to them, along with a number of special rules that more or less form a Doctrine. They lack any unique Warlord Traits, Stratagems or Relics, but have access to all the regular ones. Check out their sections towards the bottom of the page for more information. </div></div>
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