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===Ranged Weapons=== *'''[[Bolter#Bolt_Pistol|Bolt Pistol]]''': It's a bolter in 12" Pistol 1 S4 AP0 D1 form. Shorter range, but can now be fired when locked in close combat, so it's got ''some'' use for choppy units or taken in pair by Seraphim. 1 point for Ministorum Priests since they use the AM codex prices. *'''[[Bolter#Sororitas_Boltguns|Boltgun]]''': You know what a bolter is. 24" Rapid Fire 1 S4 AP0 D1 . The loss of AP hurts, but if your opponent has a brain he would have been keeping his 5+/6+ units in cover anyway. Apparently, the Adeptus Mechanicus forgot how to make armour piercing rounds. Again, remember it's 1 point for your Ministorum Priests. **'''Condemnor Boltgun''': Special Adepta Sororitas weapon ('''''NOT''''' a combi-weapon anymore). For 1 point you get a bolter which does Dd3 against Psykers, doubling its average damage output against them unless they have 1 or 2 wounds. Note that a vast majority of psykers are either Characters or single-wound models, meaning that in most cases the Condemnor either won't be able to shoot at its intended target or won't gain as much (or any) benefit from its higher damage. ***On the off chance that you ''do'' get to shoot at a psyker, be sure to use "Suffer not the witch" to re-roll wounds, especially if said psyker is a Big Nid or Daemon Prince. ***Now that Sisters/Dominions/Retributors/Celestians Superior and Canonesses can't take storm bolters outside of Legends, this might sometimes be useful if you can't find the points to give them a combi-weapon or Plasma Pistol. ***GW really dropped the ball on this one. This gun, in order to work, needed to grant the ability to target Characters ''or'' have a access to stratagem that allowed it... <div class="toccolours mw-collapsible mw-collapsed" style="100%"> A list of things that this weapon can target that don't have one wound. <div class="mw-collapsible-content"> *[[Grey Knight Paladin]]s/[[Terminator]]s (Revenge!) *[[Dreadknight]]s *[[Wraithseer]]s *[[Hemlock Wraithfighter]]s *[[Hive Tyrant]]s *[[Zoanthrope]]s *[[Maleceptor]]s *[[Rubric Terminators]] *[[Great Unclean One]]s *[[Lord of Change]]s *[[Keeper of Secrets]] *[[Magnus the Red]] *[[Mortarion]] (Irony) </div></div> *'''Combi-Weapon''': Now infinite use, your choice of flamer, melta or plasma gun slapped to a bolter that can be fired independently of the bolter, bolter half only or at the same time together. Firing both the bolter and the special weapon causes a -1 to hit (meaning plasma will kill your dudettes on hit rolls of 2's now, YAY!). Sisters love combi-weapons as all of their "sergeants" have access to it, effectively allowing you to field 5 special weapons per Dominion squads and 3 per basic sisters squad. Melta is most often the superior choice, although the Canoness and Retributor Superior can make a good use of plasma due to the reroll 1 bubble - but it's now an index-only weapon for Canonesses. Plasma is also the (expensive) option if you want some volume of fire to go with storm bolters, risking the overload only if you really need it. **Our Martyred Lady Sister Superiors like to spam overloaded combi-plasma fire both halves, TOGETHER, hoping to self DETONATE on 2's. Why? So she can get an auto 'rez' from a Hospitaller 6" away and grant the squad their Conviction's +1 to hit... thus eliminating her own future overloaded plasma ONLY shots from danger. ***Uses Miracle dice of 2 (guaranteeing death) to great effect, as normally there really isn't a great way to use 2's outside of occasional morale rolls. *'''[[Flamer#Hand_Flamer|Hand Flamer]]''': A dinky 6" ranged flamer Pistol that throws out d6 'auto hitting' shots at S3. They have a higher wound potential than a Bolt Pistol (d6 vs. 1) and according to Mathhammer are better vs. T8's (both wound on 6's). Suffer from being in direct competition with inferno pistol on any model (save the Canoness) that can take one, but possibly useful if you're already packing a combi-melta/plasma and want some insurance against hordes. They ''are'' dirt-cheap, after all. ** Seraphim take these in pairs. Two Seraphim models with two Hand Flamers each will be dropping 4d6 (~14) hits. Not shots, '''hits'''. If you are running 4++ Seraphim screen, this is an interesting option. *'''Inferno Pistol''': Baby Melta, 6" Pistol 1 S8 AP-4 D d6. Strong choice on Seraphims and melee Canoness. Obviously a GREAT weapon to use a Miracle Die on, particularly DAMAGE rolls. **Think of this as 7-point melta bombs with a 6" range. Not too terrible an idea to give this out to every Sister Superior who isn't already packing a combi-melta. **Any time you have a Miracle dice with a 6 in your pool, your opponents will give pause charging within 6" of you KNOWING that you can guarantee a hit from your "Baby Melta" during overwatch. **Remember that you can shoot these while in melee, your opponents will often forget that you can. *'''Plasma Pistol''': 12" Pistol 1 S7 AP-3 D1. Effective against MEQs when fired normally, and when supercharged it hits harder and deals more damage (S8, D2) but kills the user on hit rolls of 1. Either take an inferno pistol for melee Canoness or a combi-plasma on anything else. Sadly the only shooty option for the Seraphim Superior (can't even take em in pairs... what's up with that?). **Our Martyred Lady Sister Superiors like to spam overloaded plasma (in hopes of self detonation)... but combi-plasma are better suited for that 'Niche' task. (fire both halves while overloading) ====Special Weapons==== *'''[[Flamer#Imperial_Variations|Flamer]]''': Your standard issue flamer: 8" Assault d6 S4 AP0 D1 'auto-hitting'. Only 6 points, but still suffers from the lack of shots, making it bad against hordes and the lack of AP against elite while requiring to take your model within a very short range of the enemy. Usually you're better off with a storm bolter. ** Note that enemies charging from further than ''' 8" '''( Definitely doable with decent odds for Orks, Gaunts, Howling Banshees, Etc. ) cannot be hit by a flamer's overwatch, as they are out of range for the flamers when they declare the charge and ONLY weapons that are in range can shoot. *'''Melta''': 12" Assault 1 S8 AP-4 Dd6 'if at half range roll two for damage and pick the higher of the two for damage'. Being in half range is now not as advantageous. Still a big threat and one of the few weapons that negate 3+ armour entirely. A melta wound in melta range average 4 damage. Decent damage dealers against T7 vehicles. You can use these in combination with Miracle Dice to guarantee kills on damaged vehicles. *'''Plasma Gun''': (Index) 24" Rapid Fire 1 S7 AP-3 D1, with an option to overcharge for +1 Strength and Damage at the risk of killing the wielder. The Index Ministorum Priest is your only source of this, though as an Astra Militarum model, he uses their discounted price. If you're not building your priest for budget or for melee, you'll probably be giving him one of these. *'''[[Storm_Bolter|Storm Bolter]]''': 24" Rapid Fire 2 S4 AP0 D1, 2 points and one of the most cost efficient dakka in the game, especially paired with the AP-2 D2 stratagem. It's still two boltguns strapped together, so don't expect too much either. ====Heavy Weapons==== *'''Heavy Bolter''': 36" Heavy 3 S5 AP-1 D1 Acceptable dakka for the cost, but your army doesn't really hurt for anti horde choices. *'''Heavy Flamer''': 8" Heavy d6 S5 D1 'auto-hitting'. Despite being much stronger than it's lighter variants, it's still overcosted compared to other options. Can occasionally help deter opponents from charging you inside of 8". ** Note that its a <b>''Heavy''</b> weapon now, no longer an assault weapon. Therefore, you can't advance and shoot these like you can with a normal flamer, gutting their usefulness...unless you're running Argent Shroud. Then you're fine. ** Retributors add 4" to the range of Heavy Flamers for 12" threat, making them a terrifying prospect to charge and giving Argent Shroud Retributors a shockingly large threat range against infantry. This is the best way to run heavy flamers. *'''Multi-melta''': 24" Heavy 1 S8 AP-4 Dd6 'if at half range roll two for damage and pick the higher of the two for damage... For an obscene 22 pts. The Multi-melta doubles the Melta's range and...that's it. For more than 150% the price and becoming Heavy. Over costed. With the stratagem, Retributors can use this as a more reliable version of the Eldar Brightlance, which is interesting, but that's a lot of CP when you could use Exorcists. ====Vehicle weapons==== Your choices for the Immolator's top gun. *'''Immolation Flamer''': Now we're talking. A lil' hefty at 30 points, 12" Assault 2D6 S5 Ap-1 D1... everything you love about the Heavy Flamer but better. First off it is an '''''assault''''' weapon instead of Heavy, so you can advance AND STILL SHOOT. Secondly, it shoots twice as often (duh - thanks Kevin). Lastly it gets an extra 4" of range, letting it cook things that charge into it. AUTO TAKE ON IMMOLATORS ! *'''Twin Heavy Bolter''': Same as the above Hv Bolter, but twice the dakka (Heavy 6) AT LESS THAN TWICE THE PRICE. Good value on paper, except that the only model having access to them have a degrading statline and access to Assault weapon auto-hitting... It would be useful for long-range fire support, but that's not what Immolators are for. You should probably take the Immolation Flamer instead. *'''Twin Multi-melta''': Ditto. lil' more affordable now at 40 points, but still over priced... so take the Immolation Flamer.
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