Editing
Age of Darkness-Warhammer 30k/2.0 Tactics/Imperialis Militia
(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!
===Melee Weapons=== '''Chain Weapons'''<br> Weapons with no AP, but ''Shred'' and possibly improved strength. The chainsword is character-exclusive, but the chainaxe is available to anyone with a CCW as long as you take Feral Warriors. *'''Chainsword:''' One of the most iconic weapons of the franchise, now with ''Shred'' to reflect the fact that a chainsaw should really hit harder than a knife. [[Derp|Entirely not worth it at 5 points]], when a Power weapon is 10 and compared to... *'''Chainaxe:''' The above, except +1S and 2pt per model. As you took Feral Warriors for the purpose of building for melee anyway, this is absolutely worth it on any and all of your units, except on characters and maybe Cavalry. Take it and take it by the ton. '''Power Weapons'''<br> Otherwise normal weapons with a matter disruption field, translating in game as AP2/3. Character-only. *'''Power Sword:''' Same old S:User AP3, except now with ''Rending (6+)''. Not a good idea, as lacking the strength bonuses of the Spear and Maul means you will have difficulties with wounding, while your I3 means you hit after everyone else and you might as well take the Axe. *'''Power Axe:''' Same old S+1 AP2. Gives your characters a fighting chance against MEQ sergeants... as long as you survive going last. Can be improved with your extensive list of strength bonuses from Provenances and/or Warlord trait too. *'''Power Maul:''' S+2, but now AP3, meaning you can actually hit pretty hard against MEQs. Assuming you don't get stuck in a challenge, you can do serious damage with this. Can also do OK against Automata. *'''Power Lance:''' One of the premier anti-MEQ weapons with S+1 AP3 ''Reach (1)'', allowing you to hit at the same time as MEQ. That said, if you're not in a challenge you can just allocate wounds to the random scrubs and make sure your character survives to use his Maul, while anyone in a challenge will likely need AP2 to fight Artificer Armour sergeants. However, if you're fighting GEQ, going first can give you the edge. The following is not available to Discipline Masters, and is instead only available to Force Commanders and Grenadier/Command Cadre sergeants. *'''Power Fist:''' Its Sx2 AP2 cannot usually cause ID against MEQ/TEQs, as you have base strength 3, and even if you get strength bonuses you're liable to dying before you can attack at I1. Think very carefully before taking this on anyone who isn't your Force Commander, as you're very likely paying 15pt for a weapon you won't get to use. '''Exotic and Miscellaneous Weapons'''<br> The stuff that GW couldn't be assed to classify. *'''Melta Bomb:''' The same 1 S8 AP1 attack at I1, except it now causes ID because Dreadnoughts have normal statlines now and the Melta Bomb should be useful against them. Available on Force Commander, Discipline Masters and Grenadier/Command Cadre sergeants; you can't mass it like Space Marines, but you really have no better choices against a Dreadnought. *'''Bayonet:''' Turns your lasgun/autorifle/bolter into a spear. +1S is good, but ''Two-handed'' is not, particularly when you can't normally shoot the gun it's attached to before charging (Rapid Fire), while anyone who actually wants to be in melee will make the free trade to pistol+CCW and not have a bayonet in the first place. Becomes better with Cyber-augmetics, which allows charging after firing Rapid Fire weapons; it costs more and still isn't as good as pistol+CCW, but it may be worth it if you really want to keep your rifle. *'''Militia Lance:''' Remember that glorious bastard who took Warhammer Fantasy handguns as Auxilia Rifles on his infantry in 1.0 and started gunning down Space Marines? You can do that now with your knight models, except your S7 AP3 ''Brutal (2)'' lance is actually capable of killing Marines, all with a cool ''Sudden Strike (2)'' to make sure you go before those Marines. What's the problem? ''Ungainly'', which limits you to using it on the charge, and then only making 1 attack. This means it's only really good on your rank and file Cavalry models, as all of the mounted characters who can take one can and should take something that grants more attacks. Even then, it's a close call between this and '''Feral Warrior''' chainaxes against 1W MEQs, not to mention anyone wearing other armour. That said, it's also amazing against Mechanicum, as it will wound Automata reliably, ignore their armour and cause tons of wounds.
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