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===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 at AP5 you'll need some luck to do anything. **'''Arc Pistol''' - It's a 12" Haywire pistol. **'''Arc Rifle''' - Possibly the best-looking gun the Skitarii have. It's 24" Rapid Fire, which means it pairs well with its little brother. The only problem is that it doesn't really jive well with the vanguard and ranger's basic weapons. To be fair though, radium carbines are AP5, so on vanguards, you're trading the possibility for auto-wounds for increased range, more reliable-to-get saveable wounds, and anti-vehicle ability. ***Take this. Always. As often as you can. Sure, the plasma caliver is great and should be put into a squad (read, ONE squad, you don't need more vanguard kitted out with these), but it's prohibitively expensive and for its price you can give another vanguard squad two of these rifles, which can give them a bit of the ranged damage they so desperately need coupled with something that can reliably put wounds onto MEQs and easily pop a Land Raider from four Haywire shots once you close the distance, or make those pesky E/DE skimmers jink or risk losing two-thirds of their Hull Points from your initial shooting. This is also the only gun that can reliably wreck a vehicle and let your rad-carbines get at the soft targets inside (Plasma Calivers have an infinitely higher chance to EXPLODE a vehicle, but you have to balance this against a statistically 50% chance to lose one of your two plasma calivers if you fire at less than BS6) *'''Stubcarbine''' - Half range heavy stubber which is also assault rather than heavy. No AP might look bad, but really, all things with Sv5+ or less should have cover or invulnerable saves anyway. It's distinctly not a pistol (duh, it's a ''carbine''), so no extra attack if you take it. *'''Flechette Blaster''' - Pistol available on the Infiltrators paired with a Taser Goad. It's got piss-poor strength at S2, but 5 (FIVE!) shots with shred means it pack more punch than a rapid-firing bolter against everything but T6/7 (which it cannot wound at all). Also grants that Pistol +1 Attack. *'''Cognis Weapons''' - A regular Autocannon, Lascannon, or Heavy Stubber, but with the ability to make snapshot attacks at BS2. *'''Galvanic Rifle''' - the "Basic" Skitarii Ranger weapon is pretty good - pretty much a bolter with Kraken rounds. 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 COULD destroy a [[Tau|Fire Warrior]] gun line and laugh at their pulse rifles. Sure, they'll wound on 2+, but you'll have 4+ armor saves, they won't and wounding on 3+ isn't that bad either. Doctrina Imperatives for boosting BS are a pretty good equivalent to markerlights, too. *'''Mindscrambler Grenades''' - Stock on Ruststalkers, they're AP4 Haywire Grenades that always wound on a 4+ (They become S3 when assaulting vehicles). This specifically isn't Poisoned, so you can screw with Monstrous/Gargantuan Creatures with that. **These things are the best grenades in the game. If they were also Defensive grenades, they'd have everything. They count as assault grenades, make wounds-on-4+ AP4 blasts and can Haywire vehicles. *'''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 by letting you re-roll the charge range. Note: The phosphor pistol and serpenta hit harder and pierce armor better than bolters, in addition to lighting targets up. Remind me why the Imperium dropped these again. **'''Important Note:''' Phosphor Luminagen rule quite explicitly doesn't mention that their effect can only be used by Skitarii, it doesn't even specify that only friendly units can use it. No matter what your Allies-status is, ''anything'' can use the effect of your Phosphor weapons. Yes, even the squad of Flayed Ones you sent at the squad your Skitarii shot holes into. Or your enemies. **'''Phosphor Blast Pistol''' -The Nerf gun from hell. Pistol format phosphor weapon. It's shorter-ranged than the Serpenta, but you can take it in an infantry squad. No actual blasts, sadly. **'''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. **'''Heavy Phosphor Blaster''' - A nice toy for the Onager at 15pts. 36" Twin Linked Heavy 3 S6 AP3 for fucking Marines over, and it pseudo-markerlights the unit. Probably the best Luminagen gun. *'''Radium Weapons''' - Cancer guns for your Vanguards, 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. Mathammer-wise this means when it fired en masse it deals ''exactly'' as much damage as your standard S4 AP5 guns against anything but T6 and T7, against which it's twice as good. "Auto-Wounds" means it can wound even if the enemy's Toughness should be too high, which is nice for piling the saves on big wraith constructs and Iron Arm-protected daemons. Wait a second - Martians using radium firearms? [http://en.wikipedia.org/wiki/Barsoom#Weapons Where have we heard this befo-]GODDAMNIT GW! **'''Radium Pistol''' - It's a pistol. You're better off ponying up the points for the Phospher Blast Pistol instead, unless you *have* to have radium. The PBP costs the same and is more generally useful. **'''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 [[Awesome|basic]] weapon of the Skitarii Vanguard. With 10-man vanguard units, this weapon causes so much wounds that can potentially delete a squad or even a MC. **'''Radium Jezzail''' - another [[Skaven |esoteric jezzail]]. It's a two shot sniper version as a weapon choice for the Dragoon, in place of its Taser Lance, for free. [[Awesome|To Wound of 6's cause two AP2 wounds instead of 1]] which, we will remind you, you get to allocate if you also get a 6 on your To Hit. Basically, if you're going to be taking these on Dragoons, you will have to commit to it - as in they're all gonna be sniping. By and by, pretty good for close range heavy infantry/monstrous creature sniping. Could be fun against Riptides with a little luck. *'''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. (Though, to be fair, this is basically a full-auto plasma gun, so it's likely they use similar tech in pulse rifles, but it can't cool down every shot.) **With three shots with Gets Hot, you are looking at a 50% chance of one of your Skitarii feeling the heat. This can be offset in two non-mutually exclusive ways: ***The Skitarii FOC, as well as two formations, gives your Warlord and his unit Preferred Enemy. Pop your calivers in his squad to all but eradicate the threat of Gets Hot at the cost of painting a larger target on your Warlord's unit. ***Doctrina Imperatives give you two turns of having BS higher than 5. Thus you can have a relatively safe 3 rounds of shooting before Gets Hot starts taking a significant toll. *'''Transuranic Arquebus''' - An AP3 ARMORBANE sniper rifle. Keep in mind, Armorbane means you roll an additional D6 to determine penetration. Sniper weapons are S4 against vehicles by default, so a roll of two 5s means you're glancing Baneblades from ANY side. However, this does require a fair bit of luck to achieve, so Arc weapons are more reliable for bringing down Monoliths or Hammerheads. Transports (and whatever's in them), on the other hand, will not be so hard to crack. There is literally no vehicle this anti-tank rifle is incapable of theoretically making go boom pretty much across the board. It has a ludicrous 60" range, so with enough of them you can bust open that [[Metal Boxes|METAL BAWKS]] and force those Mary Sues to foot slog their way through your fire lanes the rest of the game. Not to mention, anything that uses this gun has Relentless, so just walk sideways and get yourself a nice peek at some side armour if you're that worried. Two units of Rangers with 2 each camping both corners of your side should be able to ensure that at least one of them catches sight of side armor. Keep in mind that the average result of 2d6 is 7 (which will glance AV11 and penetrate AV10). So while it is possible to penetrate AV14, you are better off sticking to targeting transports to get the most out of this gun. **Works beautifully with a Scryerskull Perspicatus on an allied Tech-Priest Dominus. Light up an enemy vehicle, re-roll armour penetration against it with your Arquebi. If taken in a Dominus Maniple, you can re-roll to-hit as well. **While this gun is excellent, it perhaps has the least synergy with your Skitarii. Straight up do not take it on Vanguard. Rangers are better since the non-specialists also have Precision Shots. However, you are better off taking them in minimal squads with two Transuranic Arquebuses. Having 3 in a unit sounds enticing, but keep in mind that requires having 7 Rangers <s>sitting around doing nothing but wasting points.</s> Why sit around with relentless models? Grab 3 rifles and go marine hunting, mate! Big game 'untin' with yer host, tha Omnissiah! *'''Icarus Array''' - A fucking awesome anti-air platform that goes on your Onager Dunecrawler for 35 points. Everything is Heavy (so you can move), 48" range, and Skyfire. Do note that you can still snap-fire at ground targets if you've shot down all the flyers already. Don't forget Skyfire gives full BS to shots at FMC and Skimmers also. And yes, when this thing fires, it fires '''all three modes at once'''. Tears Dark Eldar and Eldar vehicles to little bits of rainbow confetti. Tau vehicles are a little tougher, but they'll go down pretty easily too with this much firepower directed their way. For best results, play the 1812 overture while rolling for this weapon. **'''Daedalus Missile Launcher''' - S7 AP2 Heavy 1. It's a particularly badass Flakk missile. **'''Gatling Rocket Launcher''' - S6 AP4 Heavy 5. Ignores Cover to boot - jink this, 3+ Eldar assholes! A machine gun with rockets. [[Dakka|Fuck yeah.]] **'''Twin Icarus Autocannon''' - S7 AP4 Heavy 2 with Interceptor and Twin-linked. *'''Eradication Beamer''' - It's an inverse Conversion Beamer, and is the default weapon for the Dunecrawler. S10 AP1 up to 9", S8 AP3 Blast between 9" and 18", S6 AP5 Large Blast between 18" and 36". YOUR ONLY LARGE BLAST. Surprisingly killy, S6 will put even make marines hurt, they can only pass so many 3+ saves. *'''Neutron Laser''' - The Eradication Beamer without the bullshit. A chunk of change at 25pts (though you get a Cognis Heavy Stubber as well), but 48" S10 AP1 3" Blast, with Concussive. Good-bye, TEQs.. and everything else. ----
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