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===Armoury of Old Night=== This section lists weapons that are only available when you take said Provenance. Generally very good weapons that live up to the name of the Provenance, allowing you to pack much more firepower than usual. '''Lasrifle'''<br> Lets you [[pretend]] your infantry are Solar Auxilia. At Heavy 2 30", it has a lot more firepower at range than the 24" Rapid Fire lasgun. It also gains a Blast Charger mode, giving it 18" range, S6 AP4. Imagine having a whole army with S6 weapons for free? While the range is short and marines still get their saves, in bulk this weapon can easily threaten everything they fire at. Even T6 Primarchs should be wary about charging into a massed unit of these, while you can laugh at any enemy GEQs trying to get into melee as you Overwatch them with ID wounds that ignore their armour. *Particularly useful with Levy squads, as fitting all 50 models into range is a lot easier when you have 30" Heavy 2 instead of 24" Rapid Fire. Moreover, as they are [[Ork|BS2]], don't be afraid to shuffle some models around and fire Snap Shots on them, so you can fit more models into the firing line. '''Relic Arms'''<br> Grenadier/Command Cadre specific choices. The Pistol choices replace the laspistol/autopistol, the Assault choices replace the lasgun/autorifle, the Culverin/Cannon replaces Heavy Stubbers and Vulnus replaces Sniper Rifles. As noted in the Provenance entry you pay 30pts flat, so it pays to take large units. Remember both units come with a tri-weapon setup, so you can take the pistol upgrade together with whatever longarm/heavy weapon/special weapon upgrade you take. *'''Needle Weapons:''' Generally quick-firing weapons with no AP, but various levels of ''Poisoned (X)'' so you can stack up the wounds and force saves. Also has ''Pinning'' as a general trait. **'''Needle Pistol:''' The only one that can be taken without '''Armoury of Old Night''', by your Force Commander and Discipline Masters. As a 2-shot ''Poisoned (3+)'' pistol, it competes directly with more powerful options like Blast/Plasma Pistol, which also wound reliably and have better AP. An excellent choice for non-Assault Needler Grenadier/Command Cadre units, as it's also a very good backup weapon to the Lasrifle and can potentially Pin charging opponents on Overwatch. **'''Assault Needler:''' The absolute best you can get on infantry (barring special/heavy weapons) in this list. Assault 3 means it outguns its main competitor in the Volkite Charger (not to mention the shitty Stubcarbines and shotguns you get by default), while ''Poisoned (3+)'' lets it wound more reliably; to wit, full squads of Assault Needlers can take 2-3 wounds off Dreadnoughts. ''Pinning'' is just the cherry on the cake, letting you snare any assault units who might try to take advantage of your 18" range. All this for 30 points on the entire squad, meaning you pay '''1.5 points per weapon''' to upgrade from the Lasrifle on full squads. Almost a bigger selling point for the Provenance than armywide Lasrifles. **'''Needle Cannon:''' A somewhat questionable choice, as it's not that much stronger than the Assault Needler with 1 extra shot, while its short range and Heavy will screw you over as you fire Snap Shots when you move into range. Moreover, it overlaps heavily with the (generally superior) Volkite Culverin, and competes with Melta/Plasma as a close range special weapon. **'''Needle Vulnus:''' A variant sniper rifle. Has less armour piercing than the Sniper Rifle due to being ''Breaching (6+)'' instead of ''Rending (5+)'' and has 48" instead of 72", while it cannot ID GEQs like the Long-las and lacks an AP value. However it makes up for the above by being 2-shot and pseudo-''Fleshbane'' with ''Poisoned (2+)'', so it can force more saves than either. *'''Volkite Weapons:''' Medium strength quick-firing weapons with poor AP, and therefore have significant overlap with Needle Weapons. Mostly boils down to whether you want flat strength or flat ''Poisoned'' rolls, and how much you value ''Deflagrate''. **'''Volkite Serpenta:''' 9" 2-shot pistol with S5 AP5. Not generally as good as the 12" Needle Pistol, but take this on Assault Needler units because the Needle Pistol is a weaker Assault Needler and the only time you'll use your pistol is when your Assault Needler can't handle whatever you're targeting, like light vehicles or units with resistance against ''Poisoned'' weapons. **'''Volkite Charger:''' Turns your Grenadiers into knockoff Veletaris. Not a good choice, as the Assault Needler is superior in almost every circumstance and you can simply use your Volkite Serpenta for those circumstances when you really need S5 shooting. Is superior against Flak Armour GEQ thanks to ''Deflagrate'' and AP5, but as mentioned you can simply use a Serpenta for those situations and keep the Assault Needler for everything else. **'''Volkite Culverin:''' 45" S6 AP5 5-shot weapon. A truly excellent weapon that equals 5(!) Lasrifles in firepower and is thus worth taking on Lasrifle Grenadier units to buff up their firepower. That said, on Assault Needler units, it competes with Melta and Plasma, where its high rate of fire is mitigated by being forced to fire Snap Shots while on the move and having poor AP. As you only get 1 of them on Command Cadres, it's not worth paying 30 points. '''Heirlooms of Past Glory'''<br> This option is exclusive to Force Commanders. This allows you to switch out their power sword (that they still have to pay points for) for a paragon blade (S+1 AP2 ''Murderous Strike (6+)'' and swap out their laspistol or autopistol (presumably, anyway) for an archaeotech pistol (S6 AP4 ''Rending (3+) Master-crafted'', each costing 10 points. *While a paragon blade is nice, you still have to pay for the power sword first, and that becomes a lot of points to spend on a squishy character with WS4. Even with archaeotech pistols being good, Force Commanders already have access to the widest range of pistols in the blast, needle and flame categories, so you really have to think about this option's worth. **The paragon blade becomes better when you have '''Legacy of the Great Crusade''', as you get AP2 at I5, which for once makes your Force Commander a passable melee character. You'll still die horribly to Marine ICs and TEQ sergeants, but you can kill 1W Artificer Armour sergeants no problem. Alternatively, if you have enough strength bonuses to reach S8 on the Power Fist to ID MEQs, consider the blade for +1A from dual wielding ''Specialist Weapons''.
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