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===Unit Archetypes=== *'''Cannon Fodder For Cannon Fodder''': Wet tissue paper. Useful to occupy space and be cheap enough to let you spend enough points elsewhere. Usually it's not good to spam them, since they are so weak that even throwing waves of them at the enemy is not worth it. Examples of this are Grots, Nurglings, Spore Mines... (T1 and T2) *'''GEQ:''' Guardsmen EQuivalent. A lightly armoured infantry unit with weak attacks and little staying power on the board, but that can be spammed very easily. Examples of these are imperial guardsmen, admech skitarii, chaos cultists, Eldar rangers, tau fire warriors, Tyranid termagants... (S3 T3, W1, Sv between 6+ and 4+). *'''MEQ:''' Marine EQuivalent. A moderately armoured unit that has a decent amount of defense and power, and usually multiple wounds. It can't be spammed as easily as GEUs, but its improved staying power makes up for that. Examples of these are space marines, chaos space marines, ork nobs, tyranid genestealers... (S4 T4 1 or 2 wounds, Sv4+ to 3+) *'''TEQ:''' Terminator EQuivalent. A heavily armoured unit with increased defense and power, usually with either FNP or invulnerable saves. Considerably expensive, but much more difficult to take down. They are also slower due to all the armour. Examples of these are space marine terminators, chaos space marine terminators, or Crisis suits... (S4 T4 or 5, 2 or 3 wounds, Sv3+ to 2+). *'''Character:''' Important individuals, usually an improved single model version of another Unit Archetype with increased stats, multiple attacks, and aura abilities. Usually make the backbone of the armies due to their abilities to buff or improve other units. Their greatest feat of durability comes from the "Lookout Sir!" rule that makes them un-targetable to most shooting weapons when near most other non-character units. A frequent target of deepstrikes or snipers. *'''Bikes:''' Motorized infantry that can move fast and are slightly tougher than their regular infantry equivalents. Good for taking ground from the beginning, but usually will need fire support to deal with most enemies. It's important to take into account that, even though these units are riding bikes, they don't count as vehicles, thus they can't be healed by units that can repair vehicles, but can be healed by medics. *'''Light Vehicle:''' A lightly armoured vehicle, usually to accomplish a scouting or skirmish role. Its main strength will be speed and maybe a single big weapon, but otherwise will fall against anything that can deal with above average toughness and 3/4+ saves. If they can transport stuff, expect them to be quite limited in unit amount and transportable class. Examples of these are land speeders, imperial guard sentinels, admech walkers... *'''Vehicle:''' Sturdier vehicles, much tougher and stronger than their lighter counterparts. Vehicles are very varied in their use and function, though we can probably distinguish between tanks, artillery, transports, and a mix between the three. **'''Tanks:''' Combines a good mix of speed, firepower and toughness to deal with most units. Usually focused on either maximizing damage per shot or anti-spam. Usually around T7 and slightly above 10 wounds. Examples of these are the space marine predator, the Leman Russ Tank... **'''Artillery:''' Sacrifices mobility and toughness for range and sheer firepower. Usually they are slow (or even static) vehicles that can shoot practically anything on the map, but they'll be fucked if something gets into melee range, especially deepstriking units. **'''Transport:''' Sacrifice firepower in order to bring units to the frontlines. Mostly used to take slow or vulnerable units to close combat, since they would otherwise be wiped out before coming in contact with the enemy. Because of this, transports can only offer fire support and nothing else, baring some examples like the [[Tunneling_Transport_Vehicles#Termite|fucking drill]]. Examples of transports are the Rhino, the Chimera... **'''Hybrids:''' A mix between the previous three. *'''Superheavies:''' Massive vehicles of war, incredibly tough and resilient, that can wreak havoc on anything they attack, but require a big point investment. They will usually be the vehicle that spearheads their army, so they will attract a lot of the enemy's firepower. *'''Titanic:''' The ultimate step in war vehicles. More weapon platforms than proper vehicles, these things are ridiculously tough and powerful. Takes the concept of the superheavies to its ultimate conclusion, but there are more moderate versions of titanic units so as to not spend 2000p on a single model. *'''Aircraft:''' Flyers with supersonic speed. It's important to take into account all units with the {{WH40Kkeyword|FLY}} keyword aren't aircraft, just like {{WH40Kkeyword|Bike}} units aren't {{WH40Kkeyword|Vehicles}}. Usually they'll need to move every turn following certain move restrictions, but in return regular units have a -1 to their BS against them.
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