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===Relics=== The Solar Auxilia use the generic list of [[Dark Age of Technology]] relics everyone uses, plus their SA specific ones. Since they are restricted for IC use, the only ones with access to them would be Legate Commanders/Marshals, so the usefulness of some items does not translate directly over from the Legion options. In a campaign you're only allowed one character with a relic which you'll be stuck for the rest of the campaign, so be sure of your decision. If the relic bearer is killed, the side that killed him can choose to play a Relic Hunt mission, where the winner steals (or recovers) the relic, even if it's a Legion specific one, but a Draw means that relic is effectively lost for everyone. Still, you can always opt to play a 'Relic Hunt' mission at the beginning of every campaign phase to [[Blood_Ravens|acquire]] FREE relics, where your war zone-assigned character must be deployed and thus miss all other missions played in that phase...but that way you can [[Adeptus_Mechanicus|hoard up]] on relics, even getting duplicates of the non-faction-specific ones, by rolling a D6 on the 'Relic Uncovered' table below. Of course, this only matters when playing missions instead of casual gaming, enjoy! *'''#1 Nanyte Blaster:''' The [http://en.wikipedia.org/wiki/Grey_goo Grey Goo] gun of uncontrolled carnage!!! It's a S5 AP2 Fleshbane weapon, where if it kills anyone you center a large blast over the dead model on a die roll of 4+, causing a S5 AP2 hit to those underneath it. Unlike Volkite, each model who dies to this can cause ''yet MOAR'' large blasts on further rolls of a 4+. All you need to do is get one casualty and you can wipe out an entire unit! Smashing! *'''#2 Warp Shunt Field:''' 3++ against shooting, however for every save of a 6+ (against direct fire weapons) the shooting unit suffers D6 S5 hits. This is the only risk-free defensive relic. *'''#3 Phase Walker:''' Each moving phase, instead of moving you may place the bearer anywhere you like, counting as having just deep struck but with no scatter. If you move through a solid object you have to take a dangerous terrain check for EACH solid object you went through (including all models) so be wary of abusing it in city scenarios. Quite nice for Void Masters, who have Move through Cover, so feel free to abuse it. Too bad this leaves behind the rest of his unit, and commanders aren't known for being one-men armies. If you're up against an Assault heavy army though or are playing a Zone Mortalis/Cities of Death game it can make it's points back as your Warlord retreats through walls (and into another unit) so he can't be assaulted, like a panic button. *'''#4 Combat Augment Array:''' Once per game, at the beginning of any of the controller's player turn, he may count any '''single''' die (only 1) rolled as an automatic 6 (Emails from FW confirm). However, he must also pass Toughness tests for each remaining wound. If he fails he suffers a wound with no saves or mitigating FnP rolls of any kind. A Cyber familiar can mitigate the danger by granting a re-roll on the commander tests. However, you're paying 35pts for '''one''' guaranteed 6 - nice combo with a Paragon Blade, but given that everyone strikes before you...[[Tau|do you really want to be in Close combat]]? *'''#5 Cloaking Array:''' Once per game, at the ''beginning'' of ANY game turn you may make yourself invisible for that whole game turn (i.e. on the 3rd turn both in your and your opponent's turn, thus starting on your enemy's turn if he goes first). You cannot be shot or charged at unless the enemy unit contains psykers or daemons, in which case the array immediately shuts down (so now ''everyone'' can hit you, not just the previous two). Unfortunately you cannot activate it while attached to a squad or if engaged in close combat already. You also cannot shoot, assault, move or ''do anything at all''. So your model stands on the same spot invisible but doing nothing during a whole game turn. Since you don't want your commander to be alone, pass on this one. *'''#6 Void Shield Harness:''' Yep. You can get a [[Void_shields|voidshield]] for your dude. It's a large blast-sized shield, centered on your dude but protecting anyone that fits inside. Glancing, Penetrating and Destroyer hits will collapse the shield, but it can be restored at the end of your turn on a 5+, and with AV12 you'll be immune to most small arms fire. However, a result of Explodes! will overload the shield, disabling it for the rest of the game and placing a S6 AP4 Large Blast template centered on the bearer - that's '''Instant Death''' for your commander and his friends, who won't get their armor saves, so get the hell away from Meltaguns. *'''Solar Auxillia Specific''' **'''Metaphasic Reader:''' Grants the bearer and units from the same detachment within 12" the '''Interceptor''' rule. Costs 45 points but can be priceless against an Orbital Strike Legion detachments, especially bacause it also affects vehicles like Leman Russ tanks. **'''Apex Digital Weapon:''' More like [[Jokaero|Ape-X]], am I right? Incredibly over costed for what it does, though. It counts as a normal Digital Weapon, granting +1 attack, but also once per game it can be fired as either a Lascannon, Plasma Cannon, Multi-Melta or Volkite Caliver. But when you factor the cost of the basic Digi weapons you've essentially just paid 30 points for a ''One-use'' heavy weapon at BS4. If you want a super shooting attack, buy the Nanyte blaster instead.
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