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Warhammer 40,000/Tactics/Imperial Militia and Cults (30k)
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===HQ=== *'''0-1 Force Commander:''' An Independent character with a relatively poor statline compared to every other unit in the Age of Darkness (such is to be a man in a time of giants), worse even than the Solar Auxilia's Legate Commander, but you don't want him for his combat skills, but because you NEED him in order to purchase Provenances of War, so you are going to have him. Furthermore, he can pay 20pts for the ability to <u>choose his Warlord trait</u> instead of rolling for it, so you can reliably pull some pretty powerful combinations like using the -1AP with your Heavy Weapon squads, which is the only one you'll ever pick because your choices are limited to the Militia Cults WL trait list only and the other five are balls. He's pretty customizable, starting with a 5++ that can be upgraded up to a 3++, and can buy power armour as well as a variety of melee weapons and pistols for those times you want him to pull his weight after you used your WT, but don't expect him to be a hero unit. Remember: at T3, (unless you bought the ''Gene-crafted'' Provenance) he, like everybody else not a Servo-automata or an Ogryn in this army, is very vulnerable to Instant Death. *'''Discipline Master Cadre:''' 2-5 near-Commissars, they get attached to other units and add +1 Ld ''(to max 9, and it is going to be nine anyway since their own Ld was eight)'' and allow for a LD reroll if they shoot some squad members. Oddly they're not as harsh as their 40k brethren, and while they cause D3 wounds to their unit, these wounds can be saved, although it could be argued that wild BLAMing is just as harsh as precise BLAMing. These guys may not be the compulsory HQ choice nor can any of them be the warlord, but your Force Commander was going to do all of that anyway. ''Back in the day'' your common Commissar had 2W base and a S4 weapon, and could buy a power weapon and refractor field at discount price. *'''Auxiliary Platoon Command Squad:''' Six dudes; one commander who is basically there to get gear and nothing else, one nuncio-vox operator, one standard bearer who allows Militia units within 24" to discount casualties when taking morale checks ''(Stubborn aura, essentially)'' and three bodyguards, with the option to add four more of them. No orders because this ain't 40k, they also don't get heavy weapon teams. But all of the bodyguards in the squad may replace their lascarbines/autoguns with a variety of weapons, like bolters or heavy stubbers. Also, the Platoon Commander is merely Ld7 and the rest of the boys is Ld6, such was leadership in the Imperial Militia. **Just keep the squad bare bones with lascarbines or CCW's except for a refractor field on the commander to eat AP4 or better, as if you're taking these for anything but the stubborn aura you're a moron. *'''Rogue Psyker''' ''(Cult Horde or Tainted Flesh only)'' ML1 psykers with two wounds, but a sucktastic BS2 so witchfires that roll to hit are generally going to be useless, so avoid them. If they are ever killed short of being "removed from play" then they get possessed on a roll of 5+, which becomes a 2+ if they were killed by losing a wound to perils of the warp, replacing the model with a a 3 wound WS5/S5 rending nightmare. These guys are miles better than the Renegades & Heretics version by being independent characters, they cause fear, have FnP, and can actually take proper psychic powers from Pyromancy, Telekinesis, Biomancy and Malefic Daemonology. One psyker per detachment can even be upgraded to an "Alpha" psyker, granting him ML2, WS/BS3 (instead of 2), three Wounds and Toughness 4 making him a far better prospect. **The January 2016 FAQ finally updated a points cost for these guys, they now come in at 35 points for the basic ML1 psyker. **You can even buy them a Tainted Weapon on the cheap, giving their attacks the ''Instant Death'' special rule. Note that this weapon gets lost if the psyker gets possessed since you had to "remove" the psyker and "replace" it entirely with the daemon model. Still, for five points a lucky wound can do some real damage on enemy special characters and if you rolled Iron Arm on biomancy or Fiery Form on pyromancy then you've created a pretty mean close combat unit. **When choosing psychic powers, just be aware of the limitations of the unit. As mentioned, the poor statline generally means rolling to-hit on witchfires are going to disappoint you, but beams, novas and to a lesser extent, blasts are still alright.
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