Editing
Warhammer 40,000/Tactics/Kill Team(8E) 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!
===GK Melee Weapons=== *'''Nemesis Daemonhammer:''' Sx2 AP-3 which does a straight 3 damage per wound, -1 to-hit modifier as it's bigger than the unit carrying it, but it'll squish anything it actually hits. If you feel a single WS 4+ attack is a bit of a gamble, a Justicar or Combat specialist have an easier time wielding it. *'''Two Nemesis Falchions:''' AP-2 power weapons with +1 attack when taken as a pair. By far your best melee option for a ''Zealot'' and ''Combat'' specialists since they will both get 3 attacks with these bad boys. <s>Unlike standard 40k they cost as much as the daemonhammers, so don't give everyone a pair.</s> As of the errata, the falchions only cost a single point meaning you can afford to give every model in a GK kill team an upgraded melee weapon. When choosing to take a hammer or falchions, the hammer is the high risk-very high reward while the falchions are consistent but not as hard-hitting. *'''Nemesis Force Halberd:''' S+1 AP-2 D3 weapon, great against T4/5 in general better than the sword and since you get them both for free this should be your standard melee weapon for all non-specialist knights. **It should be noted that this is not free for Terminators/Paladins, but for a single point increase it is still the best choice, the force sword could be better only againts T3, high save units ('''coff coff''' Sisters '''coff coff''') *'''Nemesis Force Sword:''' D3 power sword. Probably our least impressive melee option, as a halberd in general will outperform it against almost everything except for models with a 4+ save. A ''Zealot'' improves this weapon greatly but ''Zealots'' will make a much greater use out of falchions than a sword. *'''Nemesis Warding Stave:''' S+2 AP-1 D3 damage that gives the user a 5++ (or a +1 to inv save if the model already has one) against attacks in the fight phase. Wounding T3 on a 2+ is a huge plus for this weapon since it will wreck GEQs without any issues. Best used on your Leader since he gets two (or three) attacks and a little bit of extra protection againts other melee combatants is a nice bonus. **With Elites and Commander this weapon is a really good choice: there are combinations of Tactics ('''Heed the Prognosticar'''), psychic power ('''Sanctuary''') and units (all termies) that permits to have one or more units with a very good invulnerable saves.
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