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===FW Units=== You my take two from the following list of fire teams. <tabs> <tab name="Skitarii Ranger Fire Team"> This Recon/Security fireteam is composed of 5 of the following: *0-1 Skitarii Ranger Alpha (if you don't have another leader) *2-5 Skitarii Ranger Troopers *0-2 Skitarii Ranger Gunners with either Arc Rifle, Plasma Caliver, or Transuranic Arquebus *'''Skitarii Ranger Alpha (Warrior, Marksman, Scout):''' Unlike most leaders, the alpha has the option to go primarily shooting with the galvanic rifle. However, you can bring it into line with other leaders with a pistol+melee weapon. **The arc pistol is limited in range like other pistols, but it deals decent damage with AP1 and has Stun on a crit. The phosphor blast pistol provides a means to circumvent cover with Blast. The radium pistol does pitiful damage, but Rending does give you an extra crit. **The taser goad does the least damage of all the dedicated melee weapons, but it has Lethal 5+ for more crits and to make Stun even more of a pain to deal with by robbing AP. The arc maul does more damage but deals Stun without any help from Lethal. The power weapon is the strongest but simplest with Lethal 5+. *'''Skitarii Ranger Trooper (Marksman, Scout):''' The basic Skitarius is about as protected as a guardsman but has a slightly better 4+ save. The galvanic rifle it comes with is inconvenienced by having Heavy on a gun that's about as strong as a bolter with P1 for slightly meaner crit. *'''Skitarii Ranger Gunner (Marksman):''' All of the guns the gunner can use are more effective at nailing enemies and two of them are going to be more mobile than the base troopers. **The arc rifle is the least hindering of the set, providing good damage at AP1 and has Stun on a crit. The plasma caliver is the strongest with AP1, and you can risk overheating for AP2 if you want to flatten high saves. The transuranic arquebus is essentially a louder sniper rifle, hindered with Heavy and Unwieldy but does good damage with AP1 and inflicts mortal wounds on a crit. </tab> <tab name="Skitarii Vanguard Fire Team"> This Security fireteam is composed of 5 of the following: *0-1 Skitarii Vanguard Alpha (if you don't have another leader) *2-5 Skitarii Vanguard Trooper *0-2 Skitarii Vanguard Gunner *'''Skitarii Vanguard Alpha (Warrior, Marksman, Scout):''' Unlike most leaders, the alpha has the option to go primarily shooting with the radium carbine. However, you can bring it into line with other leaders with a pistol+melee weapon. **The arc pistol is limited in range like other pistols, but it deals decent damage with AP1 and has Stun on a crit. The phosphor blast pistol provides a means to circumvent cover with Blast. The radium pistol does pitiful damage, but Rending does give you an extra crit. **The taser goad does the least damage of all the dedicated melee weapons, but it has Lethal 5+ for more crits and to make Stun even more of a pain to deal with by robbing AP. The arc maul does more damage but deals Stun without any help from Lethal. The power weapon is the strongest but simplest with Lethal 5+. *'''Skitarii Vanguard Trooper (Stanch, Marksman):''' The basic Skitarius is about as protected as a guardsman but has a slightly better 4+ save. The radium carbine it comes with is pretty pitiful damage-wise, but Rending means you can get multiple crits out of just one. Compared to the rangers, these are the ones more likely to be up-front as they can shoot after moving. *'''Skitarii Vanguard Gunner (Marksman):''' All of the guns the gunner can use are far and away more dangerous compared to the base radium carbine. **The arc rifle is the least hindering of the set, providing good damage at AP1 and has Stun on a crit. The plasma caliver is the strongest with AP1, and you can risk overheating for AP2 if you want to flatten high saves. The transuranic arquebus is essentially a louder sniper rifle, hindered with Heavy and Unwieldy but does good damage with AP1 and inflicts mortal wounds on a crit. </tab> <tab name="Sicarian Fire Team"> This Seek & Destroy/Infiltration/Recon fireteam is composed of 4 of the following: *0-4 Sicarian Ruststalker *0-4 Sicarian Inflitrator *1 of the following(if you don't have another leader): **0-1 Sicarian Ruststalker Princeps **0-1 Sicarian Infiltrator Princeps *'''Sicarian Ruststalker Princeps (Warrior, Scout):''' The ruststalker princeps is basically a copy-paste of the base ruststalker, which is a fine enough option if you're looking for an elite beatstick with that beastly 2+ WS to guarantee hits. *'''Sicarian Ruststalker (Warrior, Scout):''' Compared to the Skitarii, the Sicarians come with 10 wounds for some extra tankiness. This is especially vital for the ruststalker, who is your dedicated melee machine. This means that they will favor mobility over anything else. **The only choice for loadout is between how you plan on cutting up the enemy. The chordclaw+transonic razor comes with Balanced, providing a chance to re-roll one hit die. The transonic blades deal more damage on a crit - something that it's built around thanks to Rending providing more crits. *'''Sicarian Inflitrator Princeps (Warrior, Marksmen, Scout):''' The infiltrator princeps is the same as the normal one. *'''Sicarian Infiltrator (Warrior, Marksmen, Scout):''' Compared to the Skitarii, the Sicarians come with 10 wounds for some extra tankiness. While still important to the infiltrator, they aren't quite as dependent as going up-close and personal. **The taser goad does rather modest damage, but has Stun to rob AP on a crit. The power weapon is the weapon of choice for straight-up damage. **The stubcarbine has infinite range and Ceaseless for accuracy, and its output is decent. The flechette blaster has poor damage and limited range, but Relentless and Fusillade means that you're laying down all sorts of suppressive fire. </tab> </tabs>
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