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==Wargear== ===Ranged Weapons=== *'''Archaeotech Pistols:''' S6 AP3 Master-crafted pistol. Your powermincer. Too bad it's available only to the Lord Marshal. Works well with Disciplined Fire, hitting on a re-rollable 5+ on Overwatch so, if you're using him, buy one for him. ''A Master-Crafted Plasma pistol costs the same and is deadlier, meaning Archeotech has only one function: being the sidearm of a MC Paragon wielding Praetor in order to get two MC weapons''. *'''Graviton Weapons:''' Not to be confused with [[Grav-Weaponry|Grav-weapons]]; their wounding has nothing to do with the enemy's armour save.These Heavy weapons (not Salvo) possess no Strength, but have both Concussion and Haywire effects. They make the enemy take Strength tests; if the result is above their Strength they take a wound - a result of 6 always causes a wound. So they are effectively Strength 3, wounding GEQs on 4+, and MEQs on 5+, making it ineffective against infantry blobs. That's not why you're taking them though. You take them to dump haywire on the super-tough vehicles of this era. If you have nothing better to shoot at then you can use it bog down infantry because it also creates Difficult and Dangerous terrain in its blast radius, so it can at least severely hinder their movement which is certainly useful. Don't expect many kills though because AP4 in the space marine millennium is just...sub optimal. And it's even difficult to hunt vehicles with it because of its short range and Heavy type, meaning that after you show up, the enemy either kills the wielder or moves away. It's hard to miss, though. They come in gun (18", Blast) and cannon (36" Large Blast) flavors. *'''Grenade Launcher:''' Comes with 3 different grenades: The basic Kraks, Kinetic (S4 AP5 Blasts, so AoE Bolter) and Tempest, which is easy-use AP6 Haywire, because it's an Assault 24" weapon. Pretty versatile, actually. *'''Las Weaponry:''' Yeah, this is your army's bread and butter right here. And we mean it: not counting Volkite/Flamers-only squads and Techpriests, currently you can field like 6 special weapons ''per detachment''. Fortunately, you get LOTS of variety, as the lasrifle your basic tercios get comes with special attachments and whatnot. **'''Laspistol:''' It's a fucking laspistol. What'd you expect? **'''Blast Pistol:''' A predecessor to the Hot-Shot weaponry. It's pretty much the revolver version of the laspistol: Officers only, with Twin-linked and S5 but half the range and Gets Hot, with no AP value. But it's only 2pts, and Gets Hot is virtually unheard of with TL, while comboing with Disciplined Fire. **'''Lasrifle:''' A 30" lasgun with a fancy name. Extra range, BS2 on Overwatch, attachment options...these were manly weapons, instead of mere [[Lasgun|flashlights]]. ***'''Collimator:''' The first of two attachments, this is a 36" Heavy 2 lasgun shot. Pretty useful when holding objectives and you need to add some firepower to a fight. All your lasrifles come with these for free, just in case it wasn't obvious enough that rifle sections are meant to be a stationary gunline. ***'''Blast-Charger:''' Turns your lasrifle into a pocket multilaser. An 18" S6 AP6 ''Heavy 1'' shot that runs a modified version of [http://1d4chan.org/wiki/Warhammer_40,000/Tactics/7th_Edition/Tau#Farsight_Enclaves_Signature_Systems| Power Outage]: After shooting, the gun can't be used again for the next turn as it cools down. In addition, roll one D6 (per squad); on a 6 the charger (not the lasrifle) becomes unusable for the rest of the game, but at least you'll be wounding marines on a 2+ and now your basic troops have a chance against Mechanicum, so it's worth a try. Remember Disciplined Fire ''doesn't work for Heavy weapons'', so DON'T use them for Overwatch - you'll end up less unsaved wounds overall, and with the risk of a Charger Burnout, so stick to normal BS2 lasrifle overwatch. On the other hand, if one of your squads gets charged they're likely to get their asses handed to them so you may want to risk it-for what it's worth. These are bought as an upgrade on a per-squad basis, serving as your grunts' equivalent to special weapons. *'''Needle Pistol:''' S2 AP5 with Rending and Poisoned, which is actually as good/better than a bolter, specially vs 2+ save MEQs. Worth considering. *'''Plasma pistol:''' The same as always, with a minuscule but significant twist: It's rather decently priced now - 15pts was insane, 10 still borders [[Heresy|madness]], but with Disciplined fire less so. Not to mention it's pretty much the ''only'' plasma your infantry can get. So, instead of a power weapon that pretty much always goes last, which WILL get you killed, consider buying this, which just ''might'' get you killed. *'''Rotor Cannons:''' Salvo lasguns, really. A nice way to add volume of fire. They're 30" S3 AP6 Salvo 3/4, so they suck only slightly less than normal. *'''[[Volkite Weaponry|Volkite Weapons]]:''' The literal Martian ray gun. They have the '''Deflagrate''' special rule, which means each unsaved wound inflicts another automatic hit. Additional hits this way cannot cause yet more hits. They have nice Strength but poor AP and range, so you better throw DTs or some support in the mix. Your infantry only gets access to the Serpenta (pistol) and Charger (assault) variants here, both S5 AP5. ===Close Combat Weapons=== *'''Charnabal Sabre:''' Favours speed over strength. A Rending CCW, with no AP value whatsoever. However, it grants +1I in challenges, so your regular Sgts. can strike at the same time than Space Marines. Melee sergeants are still bad ideas, but said sarge must be equipped with at least a CCW, and this way your model at least gets a chance to actually attack. It's cheaper that a power weapon you might not actually be able to use, [[Meme|which is nice]]. *'''Paragon Blade:''' +1S AP2 Specialist melee weapon ''without'' Unwieldy that has '''Murderous Strike''' - inflicts Instant Death on a wound roll of 6. Available only for your Marshal. Even though you'll strike last, take it - it'll be a nasty surprise for your non-EW enemy. *'''Power weapons:''' It narrows to Power Axes (poor man's Fist) to kill marines, because you were already going last, or Power Mauls, which are actually good vs the slow, tough and often 4+ armoured Mechanicum, who are shootier than you and would not be hurt easily by power swords. *'''Power Fist:''' You're paying a lot for a weapon that you might not use, that isn't IDing anyone except for other Auxilia. For that you'd be taking a power axe instead. But it's worth considering against the T3, and unlike 40k IG, all your Sgts. can take them. ===Armor & Invuln=== *'''Void Armour:''' When the IG got actual space armor instead of cardboard. '''Void Hardened''' Carapace Armor, thus 4+ save being stock for the Solar Auxilia, while doing fine even in Zones Mortalis. Pretty sweet. *'''Reinforced Void Armour:''' Void Armor that re-rolls failed armor saves against Templates and Blasts. This is invaluable and awesome - short of the best armor a regular human could hope for. Veletaris exclusive, though. ''Do note that both versions of Void Armour lack the -1 penalty the Space marine version has''. *'''Artificer Armor:''' The classic 2+ save Marine Commanders usually get, available for your Legate Commanders. *'''Refractor Field:''' The Guard Commander's familiar 5++ Invul. *'''Iron Halo:''' The Chapter Master's familiar 4++ Invul. *'''Displacer Matrix:''' Possibly the best protection system even Magos could ask for, wonder how this ''isn't'' a Relic. A 3++ Invul save that, the first time in the game any 1's are rolled (either for Armour or Invulnerable save), teleports the wielder to Ongoing Reserves (AND you discard that wound! That's one-time Eternal Warrior!). The player must then Deep-Strike this guy anywhere he likes, meaning boot him to another wherever he's needed most (like behind a big squad). The supposed 'catch'? If you get ''any'' mishap he'll die. BUT since even your common squads have nuncio-voxes (no scatter), you won't ever care. ** The real strength of this is it requires your enemy to invest way more fire than is justifiable if he wants to kill your HQ. He is annoyingly hard to kill. Just remember his squad is not. Also remember that your opponent probably won't oblige you by firing all his really powerful weapons at one model that really isn't all that threatening but is very hard to kill. Don't pin your hopes on your HQ heroically drawing volcano cannon fire away from your more dangerous stuff. *** He will. Lord Marshal provides the whole force with Ld 10 and it's a real pain to route your guys with him being in game, so the opponent will try to remove him ASAP. Use it to your advantage. ===Equipment=== *'''Augury scanner:''' No unit can infiltrate within 18" of the unit. In addition, grants '''Interceptor''' to the unit's Rapid fire & Heavy weapons but ''only against enemies within the 18" range''. That last part is incredibly important, turning this from an auto-include item to highly-situational, namely, to keep someone from infiltrating with a melta near your tanks' rear AV. But don't expect much against Terminators. *'''Cognis-signum:''' Counts as an Augury scanner + Night vision. In addition, if the model doesn't shoot, it can confer +1BS to ANY nearby squad, except for ICs and Superheavies. So yeah, [[Rape|it can benefit Tanks]]. *'''Cyber familiar:''' +1 to your invuln save (to a maximum of 3++, to avoid unkillable Displacer matrices Commanders) and allows re-rolling of failed tests, except Ld and Dangerous terrain. *'''Digital lasers:''' +1 attack. For just 5pts, it's a nice, cheap addition to your Commander, but even better for your Marshal, who can get a Paragon blade. *'''Grav-wave generator:''' ''"What wouldn't I give to [[Tau|avoid CC]]"''. Emperor heard your plea, this is -D3" to enemy assaults targeting the bearer (or his unit), and ''denies'' HoW. Better than some relics, actually. *'''Infravisor:''' Confers Night vision but renders the user vulnerable to Blind, testing at I1 only. Available to any character in the army. *'''Nuncio vox:''' No scatter for allied Deep strikers within 6", and Barrage weapons can use the carrying model's line of sight (range is still measured from the firing model). *'''Psi-jammer:''' Grants Adamantium Will. Psykers are uncommon in 30k, but Auxilia have none, so take it if your enemy has [[Heresy|those mutants]]. *'''Troop Vexilla:''' 'Vexilla' is Latin for 'Banner'. It allows you to regroup despite incurring in 25% casualties. It also counts as scoring +1 wound in CC, so it both stacks with Close Formation Fighting and Hold the Line. Nice, since every Section Sgt. has one. **'''Cohort Vexilla:''' Counts as a Troop Vexilla that allows friendly Auxilia squads within 24" to "ignore casualties when taking Morale tests". Command Section exclusive, naturally. *** The wording is really bad there. Does it mean pseudo-Stubborn (no negative modifiers in h2h for casualties) or ignoring casualties Death Corps-style? Wording is different from Iron Warrior's "do not suffer Morale Checks from shooting",so be sure to discuss it with your opponent before the game begins. It's also interesting that your guys ''may'' use it, not ''must'', so you can totally run from close combat. *'''Shroud Bombs:''' ''"Let's keep this avoid-assault trend!"'' Count as Defensive grenades (Blind when thrown, no +1 charge attack when assaulted) with a bonus: Unless the assaulters are [[Daemons]], Gargantuan creatures or have [[Space Wolves|Night]] [[Night Lords|vision]], they need to take a Ld test to charge at you. Ld is very high in 30k, so take them as Defensive grenades, mostly. ===Vehicle Equipment and Rules=== *'''Armoured Ceramite:''' Lets the vehicle ignore the Melta rule. This is the reason Melta weapons are frowned upon in this millennium. Costs will add up fast, so save it for your essential vehicles. *'''Auxiliary Drive:''' Allows the vehicle to repair an Immobilized result on a 4+ ''at the start'' of the Movement phase. *'''Explorator Adaptation:''' All your Tanks have this. Rerolls failed Dangerous terrain tests, 6++ save against Blast/Templates and counts as Void Hardened. And you thought your vehicles were already tough. This does everything a dozer blade can and more, and it's included by default on all the vehicles that could take dozers, which raises the question of [[Forge World|why you even have the option to buy those]]. *'''Flare Shield:''' Front facing force field that reduces the strength of incoming frontal shots by 1. Template/Blast weapons get a 2S reduction instead, but melee/Destroyer hits are unaffected. *'''Lascannons:''' EVERY vehicle can get Lascannons (except artillery), and very often these are Twin-linked, so you can actually spam them because they are surprisingly cheap on most tanks. [[Gabriel_Angelos|Tread softly and carry a big gun indeed]]. *'''Multilasers:''' Seriously, more Multilasers than an [[C._S._Goto|Irish Leper]] colony. Your trademark Heavy weapon, it is to the Auxilia what Heavy Bolters are to Astartes. You've got them as standard on quite a lot of vehicles, you can swap Heavy bolters with them for free on Leman Russes and damn near every vehicle can take them as a pintle-mounted weapon. Being able to shove these things on vehicles instead of Heavy Bolters is a god-send. Although S6 wounds Marines on a 2+ and even Castellax on a 5+, AP6 is nigh useless. That said, Multilasers are better than Heavy Bolters against 3+ saves, but against most Mechanicum and other Auxilia you'd be better keeping the Heavy Bolter's AP4. However, one closing thought on MLs vs. HBs is that the S6 of the former will negate any FNP rolls from medicae types on standard humans so the laser-beamer still makes sense, particularly vs. Mechanicum which can get Thralls with FNP 4+ and Militia lists where Flak Armour is common and medics cheap. ===Relics=== The Solar Auxilia use the generic list of [[Dark Age of Technology]] relics everyone uses, plus their SA specific ones. Since they are restricted for IC use, the only ones with access to them would be Legate Commanders/Marshals, so the usefulness of some items does not translate directly over from the Legion options. In a campaign you're only allowed one character with a relic which you'll be stuck for the rest of the campaign, so be sure of your decision. If the relic bearer is killed, the side that killed him can choose to play a Relic Hunt mission, where the winner steals (or recovers) the relic, even if it's a Legion specific one, but a Draw means that relic is effectively lost for everyone. Still, you can always opt to play a 'Relic Hunt' mission at the beginning of every campaign phase to [[Blood_Ravens|acquire]] FREE relics, where your war zone-assigned character must be deployed and thus miss all other missions played in that phase...but that way you can [[Adeptus_Mechanicus|hoard up]] on relics, even getting duplicates of the non-faction-specific ones, by rolling a D6 on the 'Relic Uncovered' table below. Of course, this only matters when playing missions instead of casual gaming, enjoy! *'''#1 Nanyte Blaster:''' The [http://en.wikipedia.org/wiki/Grey_goo Grey Goo] gun of uncontrolled carnage!!! It's a S5 AP2 Fleshbane weapon, where if it kills anyone you center a large blast over the dead model on a die roll of 4+, causing a S5 AP2 hit to those underneath it. Unlike Volkite, each model who dies to this can cause ''yet MOAR'' large blasts on further rolls of a 4+. All you need to do is get one casualty and you can wipe out an entire unit! Smashing! *'''#2 Warp Shunt Field:''' 3++ against shooting, however for every save of a 6+ (against direct fire weapons) the shooting unit suffers D6 S5 hits. This is the only risk-free defensive relic. *'''#3 Phase Walker:''' Each moving phase, instead of moving you may place the bearer anywhere you like, counting as having just deep struck but with no scatter. If you move through a solid object you have to take a dangerous terrain check for EACH solid object you went through (including all models) so be wary of abusing it in city scenarios. Quite nice for Void Masters, who have Move through Cover, so feel free to abuse it. Too bad this leaves behind the rest of his unit, and commanders aren't known for being one-men armies. If you're up against an Assault heavy army though or are playing a Zone Mortalis/Cities of Death game it can make it's points back as your Warlord retreats through walls (and into another unit) so he can't be assaulted, like a panic button. *'''#4 Combat Augment Array:''' Once per game, at the beginning of any of the controller's player turn, he may count any '''single''' die (only 1) rolled as an automatic 6 (Emails from FW confirm). However, he must also pass Toughness tests for each remaining wound. If he fails he suffers a wound with no saves or mitigating FnP rolls of any kind. A Cyber familiar can mitigate the danger by granting a re-roll on the commander tests. However, you're paying 35pts for '''one''' guaranteed 6 - nice combo with a Paragon Blade, but given that everyone strikes before you...[[Tau|do you really want to be in Close combat]]? *'''#5 Cloaking Array:''' Once per game, at the ''beginning'' of ANY game turn you may make yourself invisible for that whole game turn (i.e. on the 3rd turn both in your and your opponent's turn, thus starting on your enemy's turn if he goes first). You cannot be shot or charged at unless the enemy unit contains psykers or daemons, in which case the array immediately shuts down (so now ''everyone'' can hit you, not just the previous two). Unfortunately you cannot activate it while attached to a squad or if engaged in close combat already. You also cannot shoot, assault, move or ''do anything at all''. So your model stands on the same spot invisible but doing nothing during a whole game turn. Since you don't want your commander to be alone, pass on this one. *'''#6 Void Shield Harness:''' Yep. You can get a [[Void_shields|voidshield]] for your dude. It's a large blast-sized shield, centered on your dude but protecting anyone that fits inside. Glancing, Penetrating and Destroyer hits will collapse the shield, but it can be restored at the end of your turn on a 5+, and with AV12 you'll be immune to most small arms fire. However, a result of Explodes! will overload the shield, disabling it for the rest of the game and placing a S6 AP4 Large Blast template centered on the bearer - that's '''Instant Death''' for your commander and his friends, who won't get their armor saves, so get the hell away from Meltaguns. *'''Solar Auxillia Specific''' **'''Metaphasic Reader:''' Grants the bearer and units from the same detachment within 12" the '''Interceptor''' rule. Costs 45 points but can be priceless against an Orbital Strike Legion detachments, especially bacause it also affects vehicles like Leman Russ tanks. **'''Apex Digital Weapon:''' More like [[Jokaero|Ape-X]], am I right? Incredibly over costed for what it does, though. It counts as a normal Digital Weapon, granting +1 attack, but also once per game it can be fired as either a Lascannon, Plasma Cannon, Multi-Melta or Volkite Caliver. But when you factor the cost of the basic Digi weapons you've essentially just paid 30 points for a ''One-use'' heavy weapon at BS4. If you want a super shooting attack, buy the Nanyte blaster instead.
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