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Warhammer 40,000/8th Edition Tactics/Renegades And Heretics
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==Renegade Armory== ===Ranged Weapons=== *'''Plasma Pistol:''' Shoots plasma. Good for champs so long as you feel your squad loadout will keep them within 12 of the enemy, and you have a viable way of delivery. Can add a little bit of extra oomph for a Melta squad. *'''Bolt Pistol:''' Shoots micro missiles. Okay for the 1 point upgrade, put it on your marauders or disciples if you want. Good for using up some leftover points. *'''Las Pistol:''' Shoots a laser, for free. Used primarily for throwing around a free shot in the shooting phase for your special dudes in CC, but the additional range makes it nice for taking shots before a charge, too. *'''Autopistol:''' Shoots a bullet. Your muties can squeeze off some rounds in close combat that will mostly miss but you do get more hits and potential wounds in. *'''Stub Gun:''' Also shoots a bullet, but only as far as it's 6" range for some reason. No improvement over an Auto or Las Pistol, so completely useless. *'''Shotgun:''' Shoots buckshot. S3 AP0 R12" Assault 2 and becomes S4 at 6" - overall a good gun. Can be taken by lots of individual models as well as Mutants and Marauders. *'''Lasgun:''' The classic. Like an Autogun, but with Lazors. *'''Autogun:''' The other classic. Like a Lasgun, but with Dakka. *'''Bolter:''' Same S4 range 24 gun everyone else gets, exclusive for Marauder Champions ===Melee Weapons=== *'''Power Sword''': Not a particularly good choice unless you plan on fighting Sisters of Battle, or Eldar. Viable, but not optimal. Covenant of Khorne makes it Okay for MEQ hunting, since you can get S4 AP-3 on the first turn of combat, but you don't have many ways of getting reliable charges against the same unit since you don't have get back in the fight, and it still only does 1 Damage, so it's not viable versus terminators or bikes. *'''Power Axe''': This will be your main marine killer for melee SLs, since you can wound marines on 3+ when charging with covenant of Khorne. *'''Power Maul''': Generally the best option for the points, since you can get it to S6 AP -1 with covenant of Khorne. Good for threatening light vehicles and monsters. Also good for killing Ogryns, but the Power fist does that better. *'''Power Fist''': Pretty good, especially since Disciples and Commanders get the benefit of Covenant of Khorne, giving you Str 8 AP-3 on the charge. However, keep in mind that even on your Elite SL's/Commanders/Enforcers you'll be hitting Str7 on a 4+ (unless using the aforementioned Khorne Convent). Unless you have some high toughness/wound models that you really want to chop for coolness sake, stick to your cheaper melee options, and shoot them instead. Chapter Approved gave them a discount. *'''Chainsword/Brutal Melee Weapon''': Give this to any of your troops SLs, since they generally need the +1 attack more than the AP or Str. It's free, and they're identical so it's up to style how you model your dudes. ===Heavy Weapons=== *'''Autocannon:''' Good weapon for your disciples, since 2 accurate shots with -1 AP is always nice. Bad on low accuracy units (so all of your troops choices). Discounted in Chapter Approved. *'''Heavy Bolter:''' Good choice if you want more firepower than a Heavy Stubber, but keep in mind this is twice the price for +1 S and -1 AP, which hurts since you are BS 5+ on most things. Good for adding extra umph to some Disciples, but takes the spot of your long range anti tank options, which are limited for infantry already. *'''Heavy Stubber:''' Cheaper than a Heavy Bolter by 6 points, you lose 1S and 1AP. If you really need those points, shoving this on a Militia or Heavy Weapon Squad instead of a Heavy Bolter might work. (It's usually just better to pay up.) *'''Lascannon:''' Good for your Disciples, since they can take advantage of the high damage single shot. Mainly for taking out vehicles, but you should be using sentinels to field these ideally. *'''Missile Launcher:''' Okay to mass up since the frag can generate a lot of shots, but not reliable for your Heavy Support teams otherwise. With Chapter Approved 2018 dropping the cost a bit they're a solid choice for your Disciples, krak missiles hitting on 3's is nothing to scoff at. *'''Mortar:''' Same as missile launcher using frag rounds, only cheaper and can shoot regardless of LOS. Take this or Stubbers/Bolters in general for your anti-infantry needs. ===Special Weapons=== Notably, Meltas and Plasmas are now priced differently for BS4+ models and <i>everyone else</i>... Except, well, there <i>are</i> no models of the former in the list, and technically our Militia is not BS4+ either, so enjoy the price hike. Truly the [[Forge_World|Gods]] have forsaken us. *'''Plasma gun:''' Good for dealing minor hits on light vehicles and monstrous creatures, and 1-shot-kills terminators when overcharged. Solid now that the 1/6 chance of death is optional for some extra Str and Dmg. Should be your go-to special weapon for general use. *'''Meltagun:''' An AP-4 12" 1d6 damage tank hunter weapon, which takes the highest of 2d6 when in half range. Good for close range Tank and MC hunters, but overkill for heavy infantry. Keep these on your Disciples and/or Marauders. *'''Flamer:''' For when you don't want the enemy to get closer to you, but you want to get close to them. The d6 autohits make it good on the charge, and S4 means it will decimate T3 hordes quite easily. Competes with the Grenade Launcher for best weapon for Militia. *'''Grenade launcher (Frag+Krak):''' 1d6 lasgun shots or a krak grenade at 24". A good choice for standard infantry who don't need to be specialised, and for militia who can use the extra hits at long range. They're also cheap assault weapons with good range, so they're nice add-ons to units that are going to be advancing anyway. *'''Sniper rifle (Marauders Only):''' Good for dealing wounds on characters, and okay at wounding everything else. Not the best since they don't auto-wound on 4+ anymore, but the 36" range and changes to heavy weapons makes them good for ranged skirmishing units, and they only cost 2 points. If you see a character who is on their last wound, take a few pot shots with these and see if you can finish them off. Otherwise use them to pick apart units to force morale tests, or deal wounds on MEQs, MCs and Light vehicles. ===Wargear=== *'''Chaos Sigil:''' Lets the squad roll twice and pick the lowest when rolling for Morale. Combined with a Vox Net, this can make even your most cowardly wretches hold their ground. If you're going for huge squads, you'll still want to bring your Enforcers. *'''Vox Caster:''' Roll 2d6 and take the highest +2 for leadership. 6.5 average, which is okay. Always a solid choice if the squad isn't going to be hanging around an Enforcer. Additionally, it lets the squad benefit from a Command Vox Net.
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