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===SM Melee Weapons=== *'''Chainsword/Combat Knife:''' Mechanically the same, this translates to an extra attack. The main weapon of melee Reivers, it turns Intercessor and Reiver sergeants into a terrifying whirlwinds of attacks without losing their primary guns. Especially against enemies with invuln saves. Your other sarges need to let go of their gun and are less impressive, so it's less of an attractive choice on them. Also available to regular Scouts, at the cost of their bolter. *'''Power Sword:''' Exclusive to Tactical and Intercessor Sergeants, its AP pretty much guarantees your opponent won't get more than a 6+ save, if that. A reliable tool for a dedicated CQC leader or just to serve as a deterrent to make the enemy think twice before charging you. Intercessor Sergeants will find those 3 attacks really useful with this thing. *'''Force Sword:''' Exact same as the power sword, but with d3 damage. Exclusive to the three variants of Librarian, and fairly terrifying in their hands. *'''Force Axe:''' Take a Force Sword and trade away 1 point of AP for 1 point of strength. The middle ground between the sword and the stave. While the other two are strong against some and comparatively weak against others, the axe is almost as good as the best option for every single possible enemy model. This makes it the best weapon of the three but it pays for it by costing 2 more points than the others. Exclusive to the Librarian in Terminator Armour. *'''Force Stave:''' Take a Force Sword and trade away 2 points of AP for 2 point of strength. Exclusive to the Librarian in Terminator Armour. *'''Power Fist:''' Strap on the Hulk Handβ’ if you ''absolutely'' want to wound everything (short of Plague Marines) in the game on a 2+, dealing valuable D3 dmg while at it. The tradeoff is that you'll be at -1 to hit, so your accuracy will suffer a bit. Interestingly, a Tactical Sergeant Veteran Specialist at Level 2 with Practiced and a Power Fist can reroll a hit roll per round, so that can go a long way toward mitigating the accuracy issue. *'''Thunder Hammer:''' The preferred whacking tool of Terminators, Company/Vanguard Veterans, and Intercessor Sergeants, this acts similarly to the Power Fist but always deals 3 damage. More importantly, it either comes on the moderately priced but surprisingly deadly Sergeant or with the always-valuable Storm Shield on Termies. For Vets, pair with a shield for a fast moving assault Termie flavor, or a Plasma pistol for an extra chance to kill. *'''Crozius Arcanum:''' S+1, AP-1, D2 Pimp cane exclusive to the two Chaplain variants. With WS2+ and 3 or 4 attacks, it makes Chaplains a melee combatant to be reckoned with. *'''Chainfist:''' A more expensive variant of the Power Fist, exclusive to Terminators. It gets an extra point of AP, and trades the D3 damage value for a reliable 2 damage. Has the same accuracy issues as the Power Fist, though. *'''Lightning Claw:''' Has one less point of AP than a power sword for the same cost (at least for Elites), but rerolls wounds, making the modest Strength less of an issue. You can take a second one at a premium for an extra attack. **A pair of Lightning Claws is actually the cheapest weapon option available to Terminators, costing half the price of the default wargear. Given how good these things are, that's not a bad deal. *'''Power Axe:''' Like a power sword, but trades a point of AP for an extra point of Strength, though it does cost a point more. Mathematically inferior to a lightning claw unless the target is double your base strength. Given that this is only possible in Kill team via combining multiple expensive buffs, the power axe should be left at home. {{W40kKeyword|Space Wolf}} Terminators can take these. *'''Power Maul:''' This is to the Power Axe what the Power Axe is to the Power Sword, trading another point of AP for another point of Strength. Also costs less than the Power Axe, but is only available to {{W40kKeyword|Dark Angel}} Veterans or {{W40kKeyword|Space Wolf}} Terminators. *'''Relic Blade:''' Aside from being cool and ancient, this weapon has the strength of a power maul, the AP of a power sword, and d3 damage to top it off. At 3 points, it isn't cheap, but it is far from overpriced, being able to deal with high toughness and good armor at the same time. It is also the cheapest multi-damage melee weapon available to space marines, and the only one that does not suffer a -1 to hit. Being a relic, only a vanguard sergeant or terminator captain is fit to wield it. *'''Paired Combat Blades:''' Annual 2019 takes what used to be an ability of the Phobos Lieutenant and turns it into a weapon so that both they and incursors can share them. Same as the regular close S-User AP0 D1 close combat weapon everyone is assumed to have, but every unmodified hit roll of 6 generates an additional hit. Better than nothing, but not a huge selling point for either model.
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