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Discussion Starter · #1 ·
Cause I'm bored really, and Elchimpster gave me an idea for a good one. Basically, I want to hear some cool idea's for Guard Doctrines or Space Marine Traits. (Advantages or Disadvantages) Hell, I don't know jack about them, but you can suggest Tyranid biomorphs if you really wanna.

My first one is called Heart of Black, and it's a guard doctrine. As long as your commander is alive, you are allowed to fire into close combat. If you're firing with a BS 3 troop, you have a 50% chance of hitting your own men. BS 4 is 25%. BS 2, 75%. Once your commander is dead, it is imagined his more compassionate aide takes over and you can't use this special rule anymore. Snipers always have a 25% chance of hitting, no matter what their BS is.
 

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Discussion Starter · #3 ·
is that your contribution, or are you telling me I'm reposting?

Cause I find that the two threads are fundamentally different. Mine is a chance for people to post not only doctrines, but traits and biomorphs, wheras that is just a repost of some doctrines from the Boot Camp forums, and a discussion of them.
 

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Considering they don't still print the Eye of Terror codex and it's not particularly clear how long the Lost and the Damned will be a valid build, it wouldn't be terrible to have something like this available to Guard Commanders:

Traitors: The regiment serves the ruinous powers of Chaos! Mutants become an Elites choice (as the focus is on the traitor Guard regiment, not any followers they may have picked up), while Commissars and Priests cannot be included in the army. A Traitor army cannot include allies taken from either Inquisitorial codex, nor may they be used as allies for an Inquisitorial army. Instead, Troops choices and summoned daemons from Codex: Chaos Space Marines can be selected as allies, filling an Elite Slot in the case of the Chaos Space Marines, or a Troops slot in the case of summoned daemons (which is a change from the new CSM 'dex, but allied units really should take up a slot SOMEWHERE.) May not be selected with Grenadiers, Independent Commissars, or Xeno-Fighters.


Tank Aces: The crew of the formation's armoured vehicles are either veterans, uncannily lucky, or trained to a higher standard. Any armoured vehicle may choose a Tank Ace to command it for +20 points, or +30 for a model with one or more AV14 facings. Once per game, a Tank Ace can force the opponent to re-roll the result of a penetrating hit against his vehicle. This cannot be selected with Drop Troops, Jungle Fighters, or Warrior Weapons.

Big an' Mean: The regiment comes from a world where Ogryns have naturally evolved or are bred. The regiment is either entirely composed of Ogryns or contains a disproportionate number of them as a result. Ogryns become a Troops choice for an army with this doctrine. Cannot be combined with Jungle Fighters, Carapace Armour, Light Infantry, Drop Troops, or Chem-Inhalers.



Space Marine Traits...
I imagine Space Marine traits are going to go the way of the dinosaur in the not too distant future, but what the heck.

Knowledge is Power: The Chapter includes a higher number of Librarians than normal. To represent the scrying and bookish nature of Astartes Librarians and the strength of them in numbers, if the army includes one Librarian, it adds +1 to its Strategy Rating. If it includes two Librarians or more, it adds +1 to its strategy rating (not cumulative with the aforementioned bonus) and allows one dice to be re-rolled per turn of any sort. Remember that a re-roll cannot be re-rolled!

Unrelenting: A Chapter with this Trait relishes close combat over ranged fighting, and are particularly relentless in its pursuit. They ignore negative modifiers for being outnumbered in close combat, and are Stubborn within 12'' of an enemy model.

Descent into Madness: One of the Astartes of the Chapter has become corrupt, and his words have reached the ears of many of his brethren. Tactical and Assault Squads may purchase an Icon of Chaos (see Codex: Chaos Space Marines (the new one)), but if they do so, they become an Elites choice. An army which has chosen this Trait cannot include allies, and may not select We Stand Alone as a drawback, as the effect is already there.

Love Thy Neighbor: The Astartes are quite at home fighting alongside other forces of the Imperium, or deviate enough from the Codex to include human auxiliaries (which is not unheard of-- the Ultramarines have a standing army that defends Ultramar, for example.) Any friendly Imperial unit (whether in your army or not) may use a Tactical, Assault, or Devastator Squad's leadership within 6'' if it is better than their own.
 

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Guard Doctrines

Do unto others: These particularly stubborn, violent and reckless troopers are more likely to fling themselves head on into the fray despite being outnumbered or out classed. Any infantry squad with warrior weapons may take the Counter-attack skill at +2 points per model. may not be combined with iron discipline or close order drill.

Theres more where that came from: This regiment defends a forge world where there is an over abundance of Lasgun and laspistol powerpacks. these troopers have no need to conserve power and are unlikely to stop shooting even when theres nothing left alive. any model armed with a lasgun, laspistol, or hellgun may fire an an additional shot. If they shoot extra this turn, them may not shoot the next turn in order to change thier powerpacks.

____________________

and now for the marines.

force the Line: These Space marines are so adept in fighting together as a surging mass of divine fury, that they can move the enemy models around with sheer mass and muscle. At the end of an assault in which the Space marines won but did not chase off the enemy advance, the owning player roll a scatter dice, a hit represents a tactical choice of the squad, and the owning player may specify the direction, and the entire combat must consolidate d6 inches in that direction, (except off a table edge or impassable terrain, as the troops want to stay in the fight, reduce the dice accordingly) this affects the following units, space marines in power armor, terminator, assault squads, and dreadnoughts.
 

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Discussion Starter · #8 ·
The Son of Horus said:
Big an' Mean: The regiment comes from a world where Ogryns have naturally evolved or are bred. The regiment is either entirely composed of Ogryns or contains a disproportionate number of them as a result. Ogryns become a Troops choice for an army with this doctrine. Cannot be combined with Jungle Fighters, Carapace Armour, Light Infantry, Drop Troops, or Chem-Inhalers.
Oh man, that would be such a fun army to play!

Engelus said:
Theres more where that came from: This regiment defends a forge world where there is an over abundance of Lasgun and laspistol powerpacks. these troopers have no need to conserve power and are unlikely to stop shooting even when theres nothing left alive. any model armed with a lasgun, laspistol, or hellgun may fire an an additional shot. If they shoot extra this turn, them may not shoot the next turn in order to change thier powerpacks.
Cool, like the eldar bladestorm. (I've been on the receiving end of that more times than I'd like.)
 

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First thing they'll need if i'm to continue playing marines after they get "Jervised" is a trait that allows a player to ignore the combat squads rule.
 

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In your one you simply listed the ones you had found where as I think Cadian is asking for us to create some so we can all discuss them and ceate better ones. Yours is for the finished product, Cadian is after the process.
 

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Overcharged Power packs : It is a widely known fact that Lasgun power packs can be recharged by many means, the worst of which is placing it in a fire, it is highly unrecommended, but some regiments don't listen. In the shooting phase a Lasgun with an overcharged power packs count as rending, but will also be subject overheating similar to the "Gets hot" rule and be forced to make an armor save rule on a roll of 6. Overcharged power packs may be taken at a cost of 15 points per unit. Conscripts may not be given overcharged power packs. this may not be taken with sharpshooters, warrior weapons, Iron Discipline or Light Infantry.
 

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interesting take on things-

id have gone for - overcharged power packs

some illustrious regiments of the guard are well known for their highly elite stormtrooper squads. however, not all of the regiment can become a stormtrooper and carry the coverted hellgun. in an attempt tp imitate their brother in arms' weapons, these soldiers overcharge their lasgun power cells to give them more stopping power.

this doctrine may only be taken if a squad already has carapace armour, and may be given to any guard infantry unit (not conscripts) for either 5 or 10 points per squad. if taken, the lasgun becomes ap5

havent decided on a good cost yet.
 

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Discussion Starter · #17 ·
Engelus, when I first read it, that struck me as something rather suicidal, and I was thinking conscripts before I got to the end of the paragraph. (Where, of course, they're banned.)

Maybe a tweaked version that only allows conscripts to take them, something like this:

This regiment is raised from a system where there are more people than the Governor knows what to do with! Thus, the regmient has adopted a "life is cheap" attitude, and, in their quest to go out in a blaze of glory before their inevitable death in the mass charges favored by this unit, most of the lowlier troopers overcharge their lasgun powerpacks to allow them to kill more enemies before they themselves are killed. This doctrine may be given to any conscript unit at the cost of 15 points. The lasguns count as rending, but will overheat if a six is rolled, forcing an armor save.
 

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Thanks for your opinion, I agree in some ways, but I disagree that it should be available for conscripts. having it on conscripts may be too good, because it takes a really crappy unit and makes them really good. it is a much larger loss to have a infantryman die because of it, the concept is the juxtaposition of failure and success, and having those mixed situations is fascinating to me. if it is just a lowly conscript dying, It lessens the degree of failure and loss.

also, having good weapons on conscripts seems to cost much more anyway, so if they were on conscripts, it should probably cost about 20 points.
 

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Conscripts are NOT a crappy unit. They may be lacking in training, but they more than make up for that in weight of numbers. If you couple either a command squad hanging out behind them or an Independent Commissar leading them, you've got a pretty unshakable bunch of guys that you can throw away on pretty much anything. After all, it's awfully hard for a dreadnought to cut through 50 guys, and that more than takes care of that threat for the rest of the game. Yes, you'll lose two or three a turn, but you outnumber the dreadnought so you're just taking a check on the Commissar's rather considerable leadership.

Conscripts are also quite possibly the ultimate answer to broods of gaunts. Load 'em up with flamers, and while gaunts will slash their way through the unit... you've got 50 of 'em in the unit, so you've got plenty of meat to put through the grinder. Against tyranids, it's a numbers game, and if you take away their numerical superiority, you're gaining the upper hand against them, even if gaunts are better than conscripts-- Tyranids have to rely on breaking through as quickly as possible, and if they can't, then they're screwed.
 

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(pardon me for stealing your previous post) but I had this idea playing at todays weekly game at work.

This regiment is raised from a system where there are more people than the Governor knows what to do with! Thus, the regmient has adopted a "life is cheap" attitude, most of the lowlier troopers are simply sent into battle as they arrive at the barracks. Conscripts in this army are Numberless at a cost of 3 points per model.
 
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