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===Special Issue Ammunition=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Any weapon from the following list may may choose to fire special issue ammunition. All models in a unit must use the same SIA, even if targeting separate enemy units, unless using the Optimized Volley Stratagem. <div class="mw-collapsible-content"> *Absolvor Bolt Pistol *Auto Bolt Rifle and Master-crafted Auto Bolt Rifle *Bolt Carbine *Bolt Pistol *Bolt Rifle *Boltgun and Master-crafted Boltgun *Combi-Flamer, Combi-grav, combi-melta, and combi-plasma (boltgun profile only) *Guardian Spear *Heavy Bolt Pistol *Hellfire Extremis (boltgun profile only) *Stalker Pattern Boltgun *Stalker Bolt Rifle and Master-Crafted Stalker Bolt Rifle *Storm bolter *Twin Boltgun </div> </div> Rule of thumb is choose the ammo that affects whatever the enemy has in abundance. [[Eldar|Multiple debuffs to hit?]] Dragonfire. T5? Hellfire. None of the above/Wears cardboard or better? Kraken. Vengeance, if you are in range. Note you cannot use Bolter Discipline while using any of these ammo choices. *'''Dragonfire Bolts:''' Add +1 to hit when shooting at a unit in cover. This is okay, but Space Marines are pretty decent shots already. The real problem with units in cover is not that you can't hit them, but the fact they get better saves, and Kraken helps with that. Where it does shine is against light units that hog cover and have To Hit debuffs; Eldar Guardians & Rangers are the most blatant example, but Jormungandr Tyranids, Stygies AdMech, and the like fit the bill too. Anything with either T4 or a 4+ save is better dealt with other things. *'''Hellfire Rounds:''' Wounds [[Awesome|everything except vehicles and Titanic units on a 2+]], which '''against T5 and up is far better than other ammo types'''. Improving wounding from 5+ to 2+ means 2.5x the damage output of ordinary bolts, and improving from 6+ to 2+ means increasing damage output by a whopping ''5x'' that of ordinary bolts. To compare with the penetration bonus from Kraken, AP-1 is only 2x damage against 2+ saves, and 1.5x damage against 3+ saves. Considering the new 8E wounding chart and how difficult it is to get a 2+ To Wound these days, Hellfire rounds are golden. **The addition of Mission Tactics can turn this into a re-rollable 2+ to wound when targeting units with the right Battlefield Role, so exploit this if your opponent fields a lot of units that have a common Battlefield Role. Basically this is a 97.2% chance to wound, greatly simplifying mental estimates (and turning your enemies into mulch). *'''Kraken Bolts:''' Add 3" to the range if the affected weapon is a pistol, 6" range otherwise. Improve the AP by one to a maximum of -2. This essentially turns your Boltgun into a Bolt Rifle, and your Bolt Rifle into a better Stalker Bolt Rifle. Mighty useful, since it both debuffs AND lets you play with range: turns your Bolter into a Bolt Rifle, an Autobolt into two Bolt Rifles, a Bolt Rifle into a better Stalker Bolt Rifle, SBRs outrange Heavy Bolters, etc. But most importantly, ''it might put the enemy in Rapid Fire range'': while one Hellfire round can be a bigger improvement, '''''shooting two Kraken rounds is simply better'''''. *'''Vengeance Round:''' Subtract 3" from the range of your pistol or 6" from other weapons. Improve the AP of the weapon by two to a maximum of -3. Phenomenal ''when you're in range for it'', given that Bolters normally have AP0; against 2+, this is 3x output, and 2x against 3+. '''The best ammo against T4 and smaller''', unless Kraken gets to shoot twice. **Bolt Rifles, Stalker Bolters & Stalker Bolt Rifles become like budget Plasma Guns/Incinerators, able to deliver AP-3 at comfortable range, from a unit in the Troops section. **Mind the range reduction! Since deepstrikers arrive at ''MORE'' than 9" away, this means Termie Stormbolters ''won't'' be in RF range, and Reiver Heavy Pistols won't get to shoot at all. Bolt Carbines and Auto Bolt Rifles, being Assault 2 instead of Rapid Fire, don't have that much of a problem. **DO NOT USE AGAINST VEHICLES ''ON ITS OWN''. Not even against anything Gravis-sized, really. Vengeance rounds, though AP-3, still only do 0.15 wounds against those targets since the Strength value of the attack is unchanged. Want to kill a Sentinel using Vengeance? Get ready to shoot it 40+ times, then. Really, ''that's what the Tempest Shells Stratagem is for.''
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