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!
===AM Ranged Weapons=== *'''Frag Grenades:''' Included with every Guardsman and Storm Trooper. Since grenades are exempt from the long range penalty, throw one when things get too uncomfortable. Normally only one model may throw a grenade per turn, but the Grenadiers Tactic can allow you to use as many grenades as you have CP to spend on the Tactic. *'''Krak Grenades:''' Storm Trooper exclusive. *'''Laspistol:''' The default pistol for the Sergeant. However, for the same cost of free, a bolt pistol can be taken in its place. Leave the laspistol for better uses, like baking potatoes during KP. *'''Hot-shot Laspistol:''' The default pistol for the Tempestor. It is the shortest range weapon in the Guard's arsenal at 6", on par with grenades. Compared to the bolt pistol, it has less Strength but better AP. *'''Bolt Pistol:''' The Sergeant or the Tempestor can take this for free. It is a flat upgrade for the Sergeant, should he not choose the Plasma Pistol. *'''Plasma Pistol:''' For the cost of a measly point, the Sergeant or Tempestor may replace their laspistol with a plasma pistol. <s> Use this if you expect to deal with MEQs, but remember to use 'Take Aim' first. While take aim makes you more likely to hit an unmodified one will still kill you. Don't overcharge unless you're sure. </s> Modifiers are plus and minus to hit. You still get to reroll that first roll of 1 and only die if you roll another 1. *'''Lasgun:''' The Lasgun is the default weapon of both the 'Infantry Squad' Guardsman and the 'Special Weapons Squad' Guardsman. Obviously Free. The weapon of choice for a Guard blob. *'''Hot-shot Lasgun:''' The default zero cost pick for the glory boys. The 18" range in Kill Team will be punishing, as most enemies will drop their -1 to hit within 12" before the 9" required to reach with the hot-shot. However, the AP-2 makes this baby a lot nicer than your standard lasgun all-round, especially against GEQs and MEQs. *'''Hot-shot Volley Gun:''' With 4 shots, S4 and AP-2, this is one of the best weapons the Guard can take for Kill Team. Scion Gunner exclusive in addition to 3 points. Obviously best used with a Heavy Specialist to re-enact scenes from ''Predator.'' *'''Plasma Gun:''' For 3 points, a 'Infantry Squad', a 'Special Weapons Squad' Guardsman, or a Stormtrooper can have the potential to down an Astartes without any assistance, or a Primaris on an overcharge, in a single turn. Be sure to order 'Take Aim'. *'''Sniper Rifle:''' A weapon capable of mortal wounds in addition to the standard single wound on 6+ wound rolls and doesn't suffer the long range hit penalty. That's, pretty much all it's got going for it. In the hands of a Guardsmen it can only hit on a 4+, and unlike Scout Marines, your guardsmen have no shortage of more powerful and reliable special weapons to choose from. **Because the mortal wound ability doesn't specify an ''unmodified'' roll of 6+, it can seem tempting to give it to a Demolitions specialist to increase the chance to proc a mortal wound. Against an obscured enemy and with the tactic, you'd only need a 4+ to get a mortal wound. Indeed this increase the chance to kill a MEQ by 40% ... from 5% to 7%, for an absolute gain of 2%. In comparison, the lowly grenade launcher using the same buffs improves by a similar absolute value AND comes out in total kill chance against basically all targets. Or you could put it on a flamer for a 23% chance to kill that MEQ AND a 7% absolute gain from those buffs. The specialism and the CP are best spent elsewhere. Keep the sniper rifle only for times you literally can't spend more than 1 point on a weapon, it is after all still better than a lasgun, right? Even then, only against 3+ Svs and better, or when you can't risk getting closer enough for Rapid Fire range. *'''Grenade Launcher:''' Send Krak and Flak Grenades at the range of a lasgun. Perfect for a demolitions specialist to remove the Tau plants infesting the structures. Note that this weapon is 'assault', so keep it firing. Available to both Scions and Guardsmen as of the latest FAQ. Be sure to order take aim when shooting the krak profile. 2 points. *'''Flamer:''' For 3 Points, your guardsmen or scions can trade their worry of ballistic skill for worrying about their armor save. When use properly, however, this weapon can lock down corridors, and oust infantry dependent on cover saves. Obviously more cost effective on Guardsmen than Storm Troopers. *'''Melta Gun:''' A true threat on the table. Expect the enemy to give priority to this model, so put it on a Storm Trooper for extra survivability (3+ save). Make him level 1 sniper for rerolling 1s to hit, and keep your comms specialist nearby to have a BS of 2+, rerolling 1s, with an almost guaranteed 2+ wound roll, and the -4 AP making sure this will drop nearly anything in shooting. Not only will the weapon drop its long range penalty at 6", but will allow the choice from two dice to select from when applying wounds instead of just 1. Great for making sure Death Guard take multiple save and injury rolls. 3 point cost. *'''Frag Bomb:''' A frag grenade with a bigger boom given for free to Ogryns and Bullgryns. A whopping +1S upgrade, but otherwise identical *'''Grenadier Gauntlets:''' Take the Frag Bomb, make it Assault instead of Grenade, up the range to 12" and you have this, the default Bullgryn weapon. Spend the extra 2 points and swap it for the Maul. *'''Ripper Gun:''' Ogryns aren't very good shots but thats OK because their default gun isn't very good either. 12" range Assault 3 and S5. No AP, No multidamage. Chances are a stock standard Scion will be more deadly, and even he has better range. And you can take 3 scions for 1pt more than an ogryn. *'''Negotiator Pistol:''' A bolt pistol with AP-2 and an extra shot. Rogue Trader Neyam Shai Murad takes a pair of them. *'''Demolition Charge:''' The same as the one taken by GSC. The same power (seriously, its like a super charged plasma gun with d6 attacks), and the same once-per-battle limitation. Taken only by Raus.
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