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===ELD Ranged Weapons=== *'''Aeldari Missile Launcher:''' The biggest boom with the most range that points can buy, the AML can either really ruin someone's day with one hell of a hit (Heavy 1 S8 AP-2 D6) or a flurry of hits (Heavy D6 S4 AP-1 1D). At 48" either way, it's the single longest ranged weapon you can bring, though bringing it will effectively take up a fifth of your team (20p between the AML, HWP and Guardian Defender crewing it). *'''Avenger Shuriken Catapult:''' Standard stock for the average Dire Avenger. Functionally the exact same as a Shuriken Catapult, but with slightly further range (18" Assault 2 S4 AP0, AP-3 on a 6+ 1D). The Dire Avenger Exarch is allowed to take two of these, which seeing as they're free, should always be done by the ranged Exarchs out there. *'''Brightlance:''' A long ranged murder machine, Brightlances fire S8 AP-4 shots 36" down wind for D6 damage a pop. This can be quite fantastic for dealing with heavily armored characters, or ensuring that you take that target out of action. *'''Flamer:''' Really basic at 8" Assault D6 S4 AP0 1D, flamers make up for their subpar range by autohitting their targets regardless of the countless to-hit penalties that can debuff your dudes. Pretty handy on your super-mobile Storm Guardian Gunners, who can advance up to 13", torch an enemy, then possibly Fire and Fade 7" back to cover. ** Counterpoint: in a game as combat focused as KT, camping an objective and being able to overwatch at 8" against units like Orks can completely ruin their day. *'''Fusion Gun:''' Where the Flamer does its work through volume of saves, the Fusion Gun simply ensures that whatever shot lands hurts. A lot. At S8 and AP-4, pretty much any standard squaddie isn't getting a save and is all but guaranteed a few wounds (particularly if they're within half range!). As an Assault Weapon, your Storm Guardian Gunners can take full advantage of Battle Focus to make every shot hit as hard and accurately as possible. **'''Fusion Pistol:''' Same deal as the main gun, only exclusive to your Autarch with half the effective range. In melee, this thing is nightmarish. Outside of melee, not so much. *'''Ranger Long Rifle:''' Exclusive to your Rangers, these let them bip enemy models at maximum range for no additional penalties (so long as they're not obscured), and can plant a Mortal Wound on a wound roll of 6+ on top of any other damage. Reliable, but their Heavy typing means your Rangers can't take advantage of Battle Focus if they need to move anywhere. *'''Scatter Laser:''' A satisfying source of dakka, the Scatter Laser churns out 4 respectably long ranged shots at S6, easily ensuring a at least a few wounds get planted on an enemy model. Reasonably priced, this may be the go-to weapon for more flexibly inclined teams. *'''Shuriken Cannon:''' The default gun on your Heavy Weapon Platform, it makes up for its slightly shorter 24" range with the Assault 3 profile at S6, letting Guardians stay accurate ''and'' fast as needed. The AP-3 on 6+ wound rolls can potentially make short work of MEQ targets, though you shouldn't rely on that alone *'''Shuriken Catapult:''' The basic gun given out to your Guardian Defenders, this Assault 2 S4 AP0, AP-3 on a 6+ 1D gun is pretty much the golden standard for Craftworld weaponry. **'''Shuriken Pistol:''' Identical to the Catapult, only having an Assault 1 profile instead. Your Rangers, Farseer and Warlock can sidearm these if the situation calls for it, [[Not as Planned | though ideally they won't ever be using them.]] This is also the ranged weapon on your standard Storm Guardians, Howling Banshees and Striking Scorpions, where it is moderately more useful since it can contribute to melee combat as well. *'''Starcannon:''' A reliable in-between gun that fires 2 S6 AP-3 shots doing D3 a bip. This makes them excellent anti-MEQ guns that can be quite effective mid-field. *'''Plasma Grenade:''' Dire Avengers also come stock with some S4 AP-1 grenades, which are extremely handy both on the offense or countering enemy charges (Dire Avengers overwatch on a 5+, take advantage of this!). *'''Wraithcannon:''' Choice one of two for your Wraithguard, fires one S10(!) shot at AP-4 that does D6 damage. Almost everything in the game is going to be wounded on a 2+, bar a select few exceptions, and only invulnerable saves offer any real resistance. It's major shortcoming is pretty much the usual; at a max range of 12", your Wraithguard is going to have to get especially close to their target to reliably hit. This task is made harder by their slower movement speed and lack of Battle Focus. **'''D-Scythe:''' Choice two of two. Sharing the same absurd S10 AP-4 as the Wraithcannon, this flamer trades 4" of maximum range and D6 damage for a D3 shot auto-hitting flamer that only does a single point of damage per hit. More expensive, but arguably worth it; advancing no longer penalizes your accuracy and against most targets the D6 damage the Wraithcannon does is a bit too much overkill.
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