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===ELD Melee Weapons=== *'''Aeldari Blade:''' A user-strength butterknife with no AP. Relatively unimpressive, given the S3 Storm Guardians waving it around, but since it re-rolls misses, it's at least all but guaranteed to hit. Now, whether or not that hit actually hurts them... *'''Chainsword:''' S User (S3) AP0 chainsword, which grants an additional attack. A little better than the Aeldari Blade, but the Storm Guardian using it will still need to pray to Khaine that it'll do more than scuff up that Space Marine's paint job. *'''Diresword:''' While it's only S User (S3), the AP-2 helps it punch through any armor that might resist the hit. Additionally, if you crit on the wound roll (Roll a 6+), the defending model takes an additional Mortal Wound along with any other damage dealt. Slightly more expensive and less reliable than the Glaive, but that extra damage could possibly make a hell of a difference. *'''Power Glaive:''' A surprisingly solid choice for your Exarch, S+1 (S4) with AP -2 means he stands a solid chance at slicing up MEQs, and can easily deal with GEQs tryin' to mess up his sweet hat. Aside its statline, it doesn't have anything else special about it, though you can either take it with a Shuriken Pistol for more of an offensive loadout, or a Shimmershield to help keep his fighty buddies safe. **'''Shimmershield:''' This is more of an accessory to the Power Glaive (an expensive one at that), but if you plan to have a couple Dire Avengers posse up with your Exarch, it ''can'' ensure that your Dire Avengers always get a save from anything bar Mortal Wounds. While this sounds nice, keep in mind that most standard weapons have little to no AP, making your Avengers' natural armor saves better (4+ vs a 5++). The Shimmershield also only applies this effect to strictly Dire Avengers within 2" of the Exarch. This means if you're going for diversity, or planning on splitting up your forces, the Shimmershield provides absolutely no benefit. Long and short, if you're taking the Shimmershield, you'll need to effectively build your list to take advantage of it. Otherwise, you're wasting points on a useless upgrade. *'''Power Sword:''' For Autarchs and Howling Banshees. While you're still swinging this around at a sad S3, the AP-3 virtually erases any armor saves your opponents might get ''if'' you hurt them with this. *'''Mirror Swords:''' Howling Banshee Exarch option B, sacrifice a point of AP for an extra attack and re-rolls to hit. Unless you're hurting for heavy hitting attacks, this should be your lady's go to choice. *'''Executioner:''' Option C for your HB Exarch, this is what she brings when she wants to put down MEQ targets. A very attractive choice if you want a fairly hard-hitting melee specialist but don't want to pay Wraithblade prices for one. *'''Scorpion Chainsword:''' S+1 AP0 chainsword, standard issue for your Striking Scorpions. In kill teams this is actually very useful since many (if not most) of your targets are T3, the extra point of strength makes your Scorpions quite potent against them and enables them to more easily go toe-to-toe against MEQs. Comes with a Shuriken Pistol for a bit of ranged firepower. *'''Scorpion's Claw:''' A hybrid ranged/melee weapon for your Striking Scorpion Exarch that uses the profile for a Shuriken Catapult for ranged attacks and a Sx2 (S6) AP-3 DD3 melee profile. You will almost exclusively be using this in melee over the regular chainsword for obvious reasons. A special note is that this weapon also benefits from Biel-Tan's Swordwind attribute. *'''Biting Blade:''' An upscaled Scorpion Chainsword that grants S+2 at AP-1 and a flat D2 per swing. The only real reason to use this over the Scorpion's Claw is the ''slightly'' more consistent damage output compared to the variable D3 the claw brings. Outside that aspect, the Claw's effective S6 and good armor penetration lets your Exarch engage foes that would otherwise be very challenging to deal with in melee (like Death Guard or many MEQ armies in general). **'''Alternate take:''' Its four(4!) points cheaper than a Scorpions Claw and not that much worse (you'll still be wounding MEQs on 3+s), and with so many attacks your getting a few swings are bound to get through most saves. *'''Ghost Swords:''' A S+1 (S6) AP-2 dual-wield weapon that grants your Wraithblades an extra attack. Very nice, as it gives your undead statues 4 heavy hitting attacks on the charge, more than enough to slaughter most foes in short order. *'''Ghost Axe:''' This singular blade is a S+2 (S7) AP-2 DD3 beatstick that sacrifices a touch of accuracy (-1 to hit enemies) to deliver hard-hitting spanks against virtually everything in the game. Bumps up the price of the Wraithblade by a fair penny and is objectively worse than just sticking with the cheaper ghost swords since it'll be wounding everything under T6 with the exact same 2+/3+ rolls anyways. But you're not taking this for its killing power, you're taking this for the accessory it comes with. **'''Forceshield:''' Complimentary to the ghost axe Wraithblades, this gives them a 4++ save and makes them one of the most durable units in the game. This can be further enhanced with the Protect power to an unholy 3++ save usually reserved for Storm Shield terminators, but even they don't have T6 under that shield. That said, due to this Wraithblade variant's price point, you'll probably only want to bring this against armies such as the Custodes or Grey Knights where they ''might'' be able to take them down ''if'' they manage to charge them first. Anything softer than that can arguably be dealt with more easily with your ghost sword variants. *'''Witchblade:''' Exclusive to your Farseer and Warlock Commanders, these blades are extremely handy in that they always wound on a 2+, making up for the otherwise pitiful S3 your dudes have. With the relatively low average armor on most models involved in Kill Teams, these are actually really handy combat weapons. Still less than advised against MEQ targets given their lack of AP. **'''Singing Spear:''' An upgraded Witchblade that, aside an additional 12" Assault 1 shooting profile, does exactly the same thing as its free counterpart. If you have the points to spare, it's definitely recommended. *'''Star Glaive:''' The Autarch's default weapon, this beaut hits at a juicy S6 with AP-3 and D3 damage, making it exceptional at gimping GEQ and even MEQ targets with relative ease. Its only downside is the -1 to hit it imposes on the Autarch, though swinging at a 3+ is still pretty reliable.
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