Editing
Warhammer 40,000/9th Edition Tactics/Imperium
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Astra Cartographica/Navis Imperialis== The [[Rogue Trader|Rogue Traders]] and [[Imperial Navy|Imperial Navy]], now sharing a keyword, both {{W40Kkeyword|Agents of the Imperium}} and both ready to be deployed wherever the Emperor (or profit) demands them. Warrant of Trade, Warlord Traits, and Stratagems have been removed as of the 2023 Agents of the Imperium Minidex PDF. Warzone Octarius Book II does contain them, but as of the 2023 Content Validity Update, they are no longer in use. ===HQ=== *'''Cartographica Rogue Trader:''' As of the release of the Agents of the Imperium mini-dex, this is your only legal HQ unit (although this is such a niche "faction" that you can just ask your opponent to play one of the below units). This unit consists of a Rogue Trader and optional models detailed below. WS and BS3+, W4, A3, and Sv4+/4++ are your main stats. They're equipped with a household pistol (12", pistol 1, S5, AP-3, D2) and a monomolecular cane-rapier (melee, S+1, AP-2, D1, '''+3A''' with this weapon). They have no aura ability to help their Armsmen/Breachers, but Captain on Deck allows you to pick one {{W40Kkeyword|Navis Imperialis Core}} unit within 9" to gain +1 to their hit rolls. **'''Death-Cult Executioner:''' Here to only provide some melee muscle as this is the only optional extra to not have an ability to help the unit. WS2+, A5 with death cult power blades (melee, S+1, AP-3, D1) helps to clear any lowly chaff that get in the Rogue Trader's way. Oh, and a dart mask (12", pistol 1, S2, AP-2, D1, wounds non-vehicle/titanic units on 2+), but at BS4+ don't expect too much. **'''Lectro-Maester:''' Very underwhelimg stats, but that's not why you take him. This entire unit's hit rolls of UM6 gain +1AP and his voltaic pistol (12", pistol 1, S5, AP0, D2, hit rolls of UM6 inflict two additional hits) is not horrible per se. Okay, their ability mainly requires luck, but it's an extra meatshield at the very least. **'''Rejuvenat Adept:''' This model is a compulsory optional extra, as they grant the entire unit a 5+++ FNP/ignore lost wounds save. That's all they do, their only other equipment is a laspistol. ***There is an annoying 'quirk' with the rules; the last sentence of Master and Commander says: "This model cannot be taken in a compulsory Battlefield Role Slot"; RAW, you can't take them as the HQ you're required to have in a detachment, even if they're the only HQ there is for a Navy Detachment. This almost certainly a typo since the Voidsmen and Breachers have a similar rule except their rule adds: "[...] unless that Detachment is a {{W40Kkeyword|Navis Imperialis}} Detachment." There is a way around this, however, by taking an Inquisitor using Agent of the Imperium in a {{W40Kkeyword|Navis Imperialis}} army and making ''them'' the compulsory HQ choice. *'''Cartographica Rogue Trader (Warzone Octarius):''' These rules are now outdated as of the Rules Continuity download on Warhammer Community. However, they can still be found in Warzone Octarius II, and very few people will care about their use, rendering them unofficial Legends. All models have the same statline as their legal version above, but that's where the similarity ends. They don't have {{W40Kkeyword|Navis Imperialis}} like above, Captain on Deck is a 6" Aura that lets Voidsmen-at-Arms use their Ld (yawn), and Master and Commander fixes the compulsory HQ choice issue that affects their legal version. They also have three fixed wargear options, reflecting the three currently released Rogue Trader models. **'''Elucia Vhane:''' Monomolecular cane-rapier (melee, S+1, AP-2, D1, +3A), household pistol (12", pistol 1, S5, AP-3, D2), digital laser (12", pistol 1, successful hit inflicts one MW), {{W40Kkeyword|Concussion Grenades}}, a 4++ invulnerable save, and re-rolling her own hit rolls of 1 (not UNMODIFIED 1, just 1). Once per battle, she can choose one enemy unit within 1" in the Fight Phase; a 2-3 inflicts one MW, a 4-5 inflicts d3 MW's, and a 6 inflicts three MW's. **'''Janus Draik:''' Monomolecular rapier (melee, S+1, AP-4, D2), court blade (melee, SU, AP-1, D1, +d3A), heirloom pistol (12", pistol 2, S4, AP-1, D1), {{W40Kkeyword|Archaeotech Grenades}}, a 4++ invulnerable save, and re-rolling his own hit rolls of 1 (not UNMODIFIED 1, just 1). Once per battle, he can choose one enemy unit within 1" in the Fight Phase; a 2-3 inflicts one MW, a 4-5 inflicts d3 MW's, and a 6 inflicts three MW's. **'''Neyam Shai Murad:''' ''TWO'' negotiators pistols (each 12", pistol 3, S5, AP-2, D1), bladed limb (melee, S+3, AP-2, D1), court blade (melee, SU, AP-1, D1, +d3A), {{W40Kkeyword|Archaeotech Grenades}}, and '''5++''' invulnerable save. She also has a useful Aura, being able to pick one visible enemy unit to grant all {{W40Kkeyword|Astra Cartographica}} units within 6" ignores cover against them. ===Troops=== *'''Voidsmen-at-Arms:''' Standard security on-board Imperial Navy and Rogue Trader warships alike. One Voidmaster and four Voidsmen make up the minimum unit, with an optional 4 Voidsmen and one Canid (WS3+, S4, A3). For stats, they're GEQ's with Sv4+, and for wargear they've got lasguns and laspistols, with the Voidmaster having an artificer shotgun (18", assault 2, S4, AP0, D1) and 1-in-5 models swapping their lasgun for a Voidsman rotor cannon (24", heavy 4, S6, AP-1, D1). They come with {{W40kKeyword|Core}}, {{W40kKeyword|Concussion Grenade}} and {{W40kKeyword|Navis Imperialis}} and cannot be the compulsory troops choice in a non-{{W40kKeyword|Navis Imperialis}} detachment. Masters of Close Confines also grants them one additional hit on a hit roll of UM6 against a target within 12". ** At 8pts per model, this unit is best used at minimum strength and for clearing objectives of other GEQ's. ** Warzone Octarius II does have the old rules for these guys; no {{W40kKeyword|Core}} , BS3+, artificer shotgun is AP-1 and D1, canid is not a model but instead a one-use wargear that inflicts MW's on a target within 1" in the Fight Phase. Masters of Close Confines took a nerf too, granting the unit +1 to hit rolls with melee attacks if the unit is wholly on a terrain feature. They're still 8pts, but the rotor cannon costs 10pts each instead of being free. *'''Imperial Navy Breachers:''' The elite of the Imperial Navy (and Rogue Traders it seems). Like their Voidsmen brothers, they're GEQ's with a 4+ save, but Void Armour makes attacks against them suffer -1AP, come with {{W40kKeyword|Core}} and {{W40kKeyword|Navis Imperialis}}, and they still cannot be the compulsory troops choice in a non-{{W40kKeyword|Navis Imperialis}} detachment. Fixed at 110pts minimum, this gets you ten models. One with a Navis las-volley (24", heavy 4, S6, AP-1, D1) or a meltagun or a plasma gun (+5pts for the last two options), one with an Navis heavy shotgun and endurant shield (18", assault 4, S4, AP0, D1 with +1Sv and a 5++ invulnerable), and eight with a Navis shotgun (18", assault 2, S4, AP0, D1). The unit can be equipped for close combat, with the Sergeant's shotgun being replaced with a laspistol and chainsword (why) or a bolt pistol and power sword (better) for free, one Breacher swapping their shotgun for a laspistol and power axe, and one other Breacher swapping their shotgun for a laspistol and chainfist (melee, Sx2, AP-4, Dd3, -1 to hit rolls, becomes D3 against vehicles). Finally, one Breacher can take demolition charges (6", grenade d6, S8, AP-3, D2, blast, one-use), frag grenades, and {{W40kKeyword|Smokescreen}} for +5pts. That final keyword is pointless as there currently isn't a stratagem to use it. ** The unit does have some glaring limitations; using your shield guy to tank hits makes sense, but he's also carrying as much firepower as two Breachers, resulting in losing quite a bit of shooting if he dies. The unit is also expensive at 11pts per model with no way to take less than ten models. ** The Breachers have a decent up-close game with their shotguns, but their melee prowess isn't quite as great with only three models to rely on: Sergeant if he picks up a power sword, one Breacher with a power axe, and another chainfist (which will hit at WS5+ after modifiers). While none of these are necessarily terrible weapons, this will not make them a melee squad in the slightest. ** Use the Voidsmen to clear an objective with their better close-range shooting and the Breachers to hold it with their Void Armour. ===Tactics=== None of these are good units. The Rogue Trader and Breachers are expensive for what they do by themselves, but Voidsmen-At-Arms can be spammed for 40pts for decent enough D1 shooting. A Rogue Trader does give +1 to hit rolls to one unit, so a Breacher Squad is the obvious choice with the sheer number of shots they can pump out with the shotguns.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information