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==Unit Analysis== A kill team detachment allows for: *'''Troops:''' 0-2 *'''Elite:''' 0-1 *'''Fast Attack:''' 0-1 ===Troops=== *'''Rangers:''' Relentless and Feel No Pain (6+)but otherwise Storm Troopers in hoods and robes. They come stock with AP 4 Bolters with 30" range as well as Move Through Cover and the useless-in-kill-teams Precision Shots. Probably your best bet in terms of basic infantry in Kill Teams. Their superior weapon range and AP tends to do better than Radium Carbines in the smaller scale of this game type. Also, Move Through Cover is quite a valuable asset to have. If you are running guns, use Rangers. They can take 2 Special Weapons at base unit size, but three at a full unit of 10. You are better off taking two units for the spare alpha and the ability to take 4 special weapons. See the Special Weapons table for general analysis. *'''Vanguard:''' Cheapest infantry unit you can field, so take them if quantity is more important than quality. They have the same shtick as Rangers but swap out Precision Shots and Move Through Cover USRs for giving enemies in combat -1 Toughness, so if you want a melee Alpha your best bet is the Vanguard Alpha. All that said, Vanguard are still astoundingly points-effective for their cost. See the Rangers for Special Weapons ===Elite=== *'''Infiltrators:''' Paradoxically tough and weak, these spindly assassins come with a 4+/6++ save with vanilla Feel No Pain and two wounds a piece. However, they have three toughness. They are fast, boasting the same Dunestrider rule as Dragoons and Ruststalkers in which they move, run, and charge an additional 3 inches. In addition, Infiltrators uniquely have Infiltrate and Stealth which allows you to place them strategically sooner. This in turn couples with perhaps their key feature: the Neurostatic Aura. This aura forces all enemy models within 6" to subtract 1 from their WS, BS, I, and Ld. They come in two configurations: **'''Power Sword and Stubcarbine:''' The stubcarbine is essentially a 3 shot ork shoota with even worse AP and the power sword is a power sword. Stubcarbine notably does not give you +1 attack for being a pistol because it is not a pistol. This load out has its uses but usually pales in comparison to the other. **'''Taser Goad and Flechette Blaster:''' The Taser Goad effectively makes your model strength 6 but lacks any AP. The upside is that 6s to hit generate 3 hits instead of 1. Even better, the Flechette Blaster ''is'' a pistol which means that on the charge you are smacking the enemy 4 times with the spread meaning you can generate anywhere between 0-12 hits ''per model.'' At strength 6, you will generally be wounding the enemy on 2/3+. Not too shabby. The flechette blaster is also not as bad as it seems. It may be strength 2, but you get five shots and it has shred. **Congratulations on purchasing a five model kill team. At 185 points for the starting 5 models, you do not have no real room for options. You are limited to purchasing for your Princeps either a refractor or conversion field, digital weapons, the infoslave skull, or the phase taser. That's it. *'''Ruststalkers:''' Take the Infililtrators and replace Infilitrate, Stealth, and that snazzy aura with Furious Charge and you get your basic Ruststalker. They're moderately cheaper which allows you to field five like the Infiltrators but splurge on some fancy gear for your Princeps or field 6 with enough points left over for a conversion field. Like the Infiltrators, they come in two weapon configurations: **'''Transonic Razor with Chordclaw and Mindscrambler Grenades:''' Transonic razors are ap5 melee weapons with the transonic special rule. These nifty little knives allow to-wound rolls of 6 to always wound regardless of your enemy's toughness. Also, in the first round of combat, to-wound rolls of 6 additionally wound with AP2 instead of 5. In additional rounds of combat, transonic weapons are considered to be AP2. What this means is that Ruststalkers ''get better'' the longer they are in combat. Chordclaws let you take a single attack and give it fleshbane. This does not generate an additional attack, mind you, although you do get one for wielding two weapons. Mindscrambler grenades are neat because they are like poison in which they wound on 4+ regardless of the opponent's toughness but are not indeed poison. They are also AP4. In addition, they have Haywire which makes transonic razor wielding Ruststalkers incredibly versatile **'''Two Transonic Blades:''' You are trading your only real option for anti-vehicle and your only ranged weapons in exchange for +1 strength. Ruststalkers are already strength 4 with 5 on the charge. It comes down to you deciding whether or not you want that versatility. Since they will be strength 5/6, you can possibly pop enemy vehicles in melee, but grenades are arguably more reliable. The choice is yours. *'''Secutarii Hoplites:''' Take your basic Skitarii statline and rules set (FNP 6+ and relentless,) give them a shield and a stick, and you get a Hoplite. The shield gives them a 5+ invulnerable save and defensive grenades against chargers. The stick gives them a haywire bolt pistol in terms of shooting and an arc maul that only gives +1 strength in melee. All around, they make a decent unit whose only weakness is range. You can equip the Alpha like any other Skitarii Alpha which might be useful to boost their resilience. Otherwise, you have enough points over for a basic vanguard squad and a refractor field. *'''Secutarii Peltasts:''' These are to Skitarii as Sternguard are to tactical marines. They trade away the shield and stick for a gun with three pretty spiffy shooting modes as well as a snazzy rule called Blind Barrage. You can fire the weapon in any single mode as per your desire. Since each model counts as a separate unit, you can mix and match firing modes on a per-model basis. **'''Flachette Burster:''' Range of 24" at strength 3 and AP -, salvo 2/4 so you will always be firing 4 shots at full range. Oh, it also has shred. **'''Ignis Blaze:''' Range of 18" but fires as a small blast with strength 3 and AP5. Hits with the Blind USR and as long as neither the firer or the target is in an "enclosed place" does not require Line of Sight. **'''Kinetic Hammershot:''' One shot at 30" hits like a bolter but has AP 3 and rending. ** Finally, there is Blind Barrage. Each model once per game may give a friendly model within line of sight and 18" shrouded. Circumstantial but incredibly useful in certain situations, like tossing that on a dragoon to give it a 3+ cover save in the open. ===Fast Attack=== *'''Sydonian Dragoon:'''Simply one of the best vehicles you can field in Kill Teams. Normally you can take these in units up to six, but in Kill Teams you can take at most three and still have enough points to meet the minimal requirements. It just matches the maximum total armour value a single vehicle can be allowed to have; it carries a native 5+ cover save that stacks with night fighting all of which makes it surprisingly resilient for an open-topped vehicle against non-dedicated anti-vehicle weaponry. It moves with the Crusader USR and the Skitarii-unique Dunestrider which gives it +3" to its movement, runs, and charges. It has a searchlight for what it is worth. Weapons-wise, it starts with a taser lance but that can be swapped out for a Radium Jezzail. **'''Taser Lance:''' For when you want to experience the bliss of drowning your opponent in high-strength attacks. It's special rules means it strikes at double the Dragoon's base initiative on the charge as well as adding +3 to the strength of the attacks instead of the usual +2. So when charging, besides the obligatory Hammer of Wrath hit, you will be seeing 4 strength 8 iniative 6 attacks. Due to the weapon being a taser, any to-hits of 6 add ''an additional'' 2 hits. This weapon lacks AP, however, but with high-strength and volume of attacks, you'll usually be waiting for just one failed save. **'''Radium Jezzail:''' An interesting weapon. It's an AP 5 two-shot sniper with the radium special rule which means that a to-wound of 6 is automatically two AP 2 wounds. You can replace the taser lance with this for free. However, with the amount of shooting Skitarii can casually bring, do you really need more?
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