Warhammer 40,000/7th Edition Tactics/Skitarii: Difference between revisions

From 2d4chan
Jump to navigation Jump to search
Line 44: Line 44:
*'''Enhanced Data Tether''' - Whenever the unit is affected by Doctrina Imperatives they add +1 Ld, next turn. Does not stack with Broad Spectrum Data Tether.
*'''Enhanced Data Tether''' - Whenever the unit is affected by Doctrina Imperatives they add +1 Ld, next turn. Does not stack with Broad Spectrum Data Tether.
*'''Broad Spectrum Data Tether''' - Whenever a friendly Skitarii unit within 6" of a model affected by Doctrina Imperatives they add +1 Ld, ''until'' next turn. Does not stack with Enhanced Data Tether.
*'''Broad Spectrum Data Tether''' - Whenever a friendly Skitarii unit within 6" of a model affected by Doctrina Imperatives they add +1 Ld, ''until'' next turn. Does not stack with Enhanced Data Tether.
*'''Digital Weapon''' - Re-roll one failed To-Wound in Assault.


===Relics of Mars===
===Relics of Mars===

Revision as of 00:36, 27 March 2015

Why Play Skitarii

Revealing their hand in white dwarf, the Mechanicum are getting a presence in core 40k in the form of the Skitarii (or "Tech Guard" for those of you not in the know). This is NOT the same as the Horus Heresy Mechanicum army or units. Though if Forge World have half a brain they'll start finding ways to add their 30k units into the 40k army in an upcoming Imperial Armour book.

But for just now all we've got to run with is a few units until more information comes to light.

Reasons for playing Skitarii

  • You've wanted Mechanicum units in 40k for a long time
  • From appearances, every unit has Relentless so no static gun lines for you
  • Funky-ass wargear that can't be found anywhere else
  • They look to be a middle ground between Astra Militarum and Astartes in terms of individual power level.

Skitarii Special Rules

Special Rules

  • Doctrina Imperatives - ?

Warlord Traits

Skitarii Wargear

Melee Weapons

  • Arc Maul - A Haywire power maul
  • Taser Goad/Lance - A cool tesla-type S+2 melee weapon that causes two extra hits for every 6 you roll to hit. The Lance version has a higher strength of +3 when charging and also doubles the initiative of the user (generally to six). Unfortunately neither version has any AP to speak of, though get enough of them together and you can overwhelm enemies with lots of hits.
  • Power Sword - The same old weapon seen throughout 40k. S: User AP3. Good for taking out MEQ, but your guys are S3. You wound them on 5s.

Ranged Weapons

  • Arc Weapons - Haywire weapons; come in pistol or rapid fire format for your pleasure. Also has a nice S6 if you don't want to shoot at vehicles for some reason, though it's AP value is crap.
  • Cognis Weapons - A regular Autocannon or Lascannon, but with the ability to make snapshot attacks at BS2.
  • Galvanic Rifle - the "Basic" Skitarii Ranger weapon is pretty good. 30" range rapid fire weapon with S4 AP4 and precision shots. Not bad at all when you compare it to the basic weapon of nearly every other Faction in the game. It also means a gun line of Skitarii can easily trade blows with a Fire Warrior gun line and happily come out on top.
  • Phosphor Weapons - Imagine firing a Tracer round from a Heavy Bolter and this is what you'll get. The same strength and AP, but only single shot. Any wounds or hull points caused on a target will light them up like a christmas tree and reduce their cover save for the rest of the turn. Also makes them easier to charge at.
    • Phosphor Blast Pistol - Pistol format phosphor weapon
    • Phosphor Serpenta - 18" Assault 1, essentially your squad's markerlight when you want to follow up the attack with more shooting and probably a charge later.
  • Radium Weapons - Cancer guns, have a low strength of 3 as basic, but a to-wound of 6 causes two (instead of one) auto-wounds which must be saved separately.
    • Radium Pistol - It's a pistol
    • Radium Carbine - 18" range and Assault 3, meaning lots of hits at short-mid range with the potential of cascading effect when they start causing additional wounds later. The basic weapon of the Skitarii Vanguard.
    • Radium Jezzail - possibly a nod to the Skaven warp weapons, particularly in appearance. It's a two shot sniper version as a special weapon choice.
  • Plasma Caliver - An 18" range, 3-shot assault plasma gun. It still gets hot because the mechanicum haven't figured out plasma like the Tau or Eldar have.
  • Transuranic Arquebus - An Armourbane sniper rifle, now remember that Sniper weapons are S4 against vehicles, so Armourbane can only reliably glance AV11, so you're better off using Arc Weapons with Haywire to chase after Land Raiders with.

Special Issue Wargear & Armour

  • Skitarii Warplate - It's Carapace Armour with a different name.
  • Refractor Field - 5+ invulnerable, you've seen these before
  • Conversion Field - Like the Dark Angels get, a 4+ invulnerable that goes off like a flash grenade when hit. Friendly units can re-roll the blind test. So, it's awesome because it's a 10 point reliable Invuln save, but it's a crapshoot as to who will get the brunt of the blind effect though.
  • Omnispex - Like an Auspex, but made Omni, though it still does the job of reducing cover saves on target units. The owning model does not have to forgo his own ranged attack to get the benefit. Jury's deliberating if it stacks with the Luminagen effect.
  • Enhanced Data Tether - Whenever the unit is affected by Doctrina Imperatives they add +1 Ld, next turn. Does not stack with Broad Spectrum Data Tether.
  • Broad Spectrum Data Tether - Whenever a friendly Skitarii unit within 6" of a model affected by Doctrina Imperatives they add +1 Ld, until next turn. Does not stack with Enhanced Data Tether.
  • Digital Weapon - Re-roll one failed To-Wound in Assault.

Relics of Mars

Unit Analysis

HQ

Troops

  • Skitarii Rangers - They have similar stat-lines to Tempestus Scions and have Move-Through-Cover, but also with Feel No Pain (6+) and Relentless which seems standard for Skitarii units. So they have comfortable staying power and decent move-and-shoot mobility. Since they all have Galvanic Rifles as standard, expect lots of precision hits over time, so they're excellent at removing troublesome characters or special weapon troopers from enemy units.
  • Skitarii Vanguard - Your "basic" unit. Cheaper than Rangers at 9 points a model for something almost straight out of Fallout. They are similar to Rangers in statline but get a Radium Carbine instead of a Galvanic Rifle, so they trade reliable longer ranged hits for the chance of additional ones at short range. Additionally as a short ranged unit, since they are so saturated with radiation, anyone engaged in melee with them reduces their Toughness by one.

Elite

Fast Attack

  • Sydonian Dragoons - Cross Imperial Guard Sentinels with Bretonnian knights and you get this. They come in squads of 1-6 and they are terrifyingly fast, open topped walkers with a Taser Lance designed for charging at people. It gets the "Dunestrider" rule which adds 3" to any move, run or charge it makes, in addition to having the Crusader special rule. It's also protected by it's cloud of incense, so gains a 5+ cover save while in the open, which benefits them as assaulters. The basic Dragoon has no ranged attack, but can replace its Lance with a Radium Jezzail (the sniper one) if you want them flanking up the side of the battlefield rather than charging things. But if you still want them charging, either version can purchase Phosphor Serpentas, which can practically guarantee the charge if you manage to score a wound with them.
    • Be advised, that as melee attackers, they each have S8, I6, A4 on the charge, but with no AP to speak of. They "might" be able to poke apart a Land Raider if you had a full squad of six and were lucky at rolling sixes to penetrate armour. Don't be disheartened though, that's not what Dragoons are for. With that speed they are perfect for flanking attacks and catching enemy light units or stationary artillery in the back-field.

Heavy Support

  • Ironstrider Ballistarii - If you were thinking about using Dragoons for shooting, you might want to consider this as a superior alternative. They come with Twin-Linked Cognis Autocannons and the Precision Shots rule instead. You may replace the Autocannons with Cognis Lascannons if you want to go tank or TEQ hunting. Ballistarii are still blisteringly fast with Dunestrider and Crusader, but they don't have the incense cloud to protect them, so keep them at arms length from your opponent, preferably obscured behind their own cover.
    • In a pinch these could be used as fast moving Anti-Aircraft platforms. With Twin-Linked Cognis weapons at BS2, they have a ~55% chance of landing a hit on an enemy flyer, which is better than anything with BS3 & Skyfire, and since you get Lascannons a single hit is far more likely to down a vehicle in one shot than the Autocannons or Flakk Missiles you'll find everywhere else.

Formations

Allies

Tactics