Warhammer 40,000: Kill Team (HoR)/Tactics/Adeptus Mechanicus(7E): Difference between revisions
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Skitarii are a force that, at least in the big game, is hampered mostly by the limited composition of units available to you. Lucky for you, then, that you decided to use a game system where you can perfectly make do with an army downwards of 250 points in most cases. This means that your tin men now don't have to worry about monstrosities several times their size trying to flatten them...instead, they now have to worry about getting shot too many times before their armor and shields fail them | Skitarii are a force that, at least in the big game, is hampered mostly by the limited composition of units available to you. Lucky for you, then, that you decided to use a game system where you can perfectly make do with an army downwards of 250 points in most cases. This means that your tin men now don't have to worry about monstrosities several times their size trying to flatten them...instead, they now have to worry about getting shot too many times before their armor and shields fail them, which is where cover comes into play. | ||
==General Rules== | ==General Rules== | ||
*'''Data Tethers''': The | *'''Data Tethers''': The Enhanced Data Tether grants +1 Leadership to models within 6" of the model using it when using Doctrina Imperatives. That's right, you keep your Doctrina Imperatives. | ||
*'''Omnispex''': The Omnispex gets changed a bit to become more like a [[Markerlight]]. First off, there's a marker that needs to be placed. Anyone within 3" of the model using it can fire at anything within 3" of the marker and get to reduce all the cover. However, this doesn't last between turns. | *'''Omnispex''': The Omnispex gets changed a bit to become more like a [[Markerlight]]. First off, there's a marker that needs to be placed. Anyone within 3" of the model using it can fire at anything within 3" of the marker and get to reduce all the cover. However, this doesn't last between turns. | ||
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===Alphas Only=== | ===Alphas Only=== | ||
*'''Cyber-Familiar''': For 15 points, you can take in another HH relic. this gives you +1 to Feel No Pain (Which gives your | *'''Cyber-Familiar''': For 15 points, you can take in another HH relic. this gives you +1 to Feel No Pain (Which gives your Alpha a 5+) as well as the ability to re-roll a failed characteristic test (Other than Leadership). | ||
==FOC== | |||
*1 Leader | |||
*1-30 Core Models | |||
*0-3 Special Models | |||
==Unit Analysis== | |||
===Leaders== | |||
*'''Ruststalker Princeps''': It's an expensive guy, but he's also the most choppy with his options between Chordclaw/Transonic Razor/Mindscrambler and Transonic Blades with optional Chordclaw. He can also grab a Data-Tether and the Dataspike. Now, the option here is do you want some spare oomph in killing, or do you want the possibility of actually killing when you attack? | |||
*'''Vanguard Alpha''': Your cheapest leader. He comes equipped with the Radium Carbine, which can lay down some serious hurt when the dice gods bless your rolls. Even if they don't, you drop their Toughness by 1 just for being nearby. Issue with this is that you kinda don't want to throw your leader for this kind of job when you can use expendable goons for the same purpose. | |||
*'''Infiltrator Princeps''': The most expensive Leader. He can switch between Power Sword/Stubcarbine and Taser Goad/Flechette Blaster, which ultimately comes down to whether you want a lot of flimsy shots or a few shots that actually look like they can hurt someone. Note that whatever you pick, you can buy Mindscrambler Grenades as well as the Data-Tether and the Infoslave Skull (Which he can use to outflank from wherever he wants). | |||
*'''Ranger Alpha''': He's a little more expensive than the Vanguard Alpha, but he exchanges the Rad-saturation and Radium Carbine for Move Through Cover the Galvanic Rifle, which is decent. | |||
===Core=== | |||
*'''Skitarii Vanguard''': Cheap goons with a fancy gun for each five models (Which gives you either Plasma, a super-rifle, or easy Haywire). Being the guys with Rad-saturation, you'll usually be best set by your basic guns, maybe the Plasma Carbine or Arc Rifle if you need something big taken down. That same model per 5 can give you another Data-Tether (If you're afraid of your leader biting it) or the Omnispex. | |||
*'''Skitarii Ranger''': Same as the Vanguard, you get one Special Weapon per 5 or the Omnispex and Data-Tether. You get Move Throug Cover, so really any weapon or range is idea, which makes the Transuranic Arquebus a very sweet take. | |||
[[Categories: Warhammer 40,000 Tactics/Kill Team (HoR)]][[Categories: Adeptus Mechanicus]] | |||
Revision as of 12:28, 17 April 2015
Skitarii are a force that, at least in the big game, is hampered mostly by the limited composition of units available to you. Lucky for you, then, that you decided to use a game system where you can perfectly make do with an army downwards of 250 points in most cases. This means that your tin men now don't have to worry about monstrosities several times their size trying to flatten them...instead, they now have to worry about getting shot too many times before their armor and shields fail them, which is where cover comes into play.
General Rules
- Data Tethers: The Enhanced Data Tether grants +1 Leadership to models within 6" of the model using it when using Doctrina Imperatives. That's right, you keep your Doctrina Imperatives.
- Omnispex: The Omnispex gets changed a bit to become more like a Markerlight. First off, there's a marker that needs to be placed. Anyone within 3" of the model using it can fire at anything within 3" of the marker and get to reduce all the cover. However, this doesn't last between turns.
Wargear
- Rad Grenade: Grenade Gift # 1. Any model charging/getting charged by someone using this weapon gets -1 T. You can stack these with Vanguard and start pulping things with your tin men.
- Blind Grenade: Grenade Gift # 2. These are grenades with Blind. Not bad since it can help balance out if you, say, use a WS-boosting Imperative and need something to die with your fancy guns.
- Smoke Grenade: Grenade Gift # 3. Anything under the Blast Template is now under 5+ Cover. Lucky for you, if you accidentally misfire and throw it where you don't want it, you've got Phosphor and Omnispex to strip the advantage from them.
- Infravisor: Grants you Night Vision at the cost of being I1 when hit with a Blind weapon. Not bad if you're unable to fit anything Phosphor or an Omnispex, it's only 5 points.
- Targeter: If you don't move for a turn, you get to re-roll to-hit rolls of 1. Shame that none of the weapons with big-league weapons get to exploit it.
Leaders Only
- Stasis Grenade: Grenade Gift # 4. Anything stuck under the blast is now in stasis. If your enemy roll a 4+ on the model in question, they're now free; if they fail, they're now utterly incapable of doing anything. At all. Can you say "Sniper, go sniping!".
- Volkite Serpenta: Were you not expecting the Adeptus Mechanicus to hoard the old hot shit for itself? What kind of idiot are you? Anyway, for those unfamiliar with the Forge World Horus Heresy rules, it's an S5 AP5 pistol with a 10" range. But that short range is made up by it's Deflagrate rule: IF you score unsaved wounds, you get an equal number of free automatic hits. It's not much compared to its bigger brothers, the Charger and the Caliver, but it's devastating against weak armor.
- Superior Bionics: Congratulations. Your worship of the Machine God has resulted in your model becoming Non-Flammable and the ability to force Poisoned or Fleshbane weapons to re-roll their wounds. Some Dark Eldar's day is now ruined.
- Master-Crafted Weapon: It's in the name.
Alphas Only
- Cyber-Familiar: For 15 points, you can take in another HH relic. this gives you +1 to Feel No Pain (Which gives your Alpha a 5+) as well as the ability to re-roll a failed characteristic test (Other than Leadership).
FOC
- 1 Leader
- 1-30 Core Models
- 0-3 Special Models
Unit Analysis
=Leaders
- Ruststalker Princeps: It's an expensive guy, but he's also the most choppy with his options between Chordclaw/Transonic Razor/Mindscrambler and Transonic Blades with optional Chordclaw. He can also grab a Data-Tether and the Dataspike. Now, the option here is do you want some spare oomph in killing, or do you want the possibility of actually killing when you attack?
- Vanguard Alpha: Your cheapest leader. He comes equipped with the Radium Carbine, which can lay down some serious hurt when the dice gods bless your rolls. Even if they don't, you drop their Toughness by 1 just for being nearby. Issue with this is that you kinda don't want to throw your leader for this kind of job when you can use expendable goons for the same purpose.
- Infiltrator Princeps: The most expensive Leader. He can switch between Power Sword/Stubcarbine and Taser Goad/Flechette Blaster, which ultimately comes down to whether you want a lot of flimsy shots or a few shots that actually look like they can hurt someone. Note that whatever you pick, you can buy Mindscrambler Grenades as well as the Data-Tether and the Infoslave Skull (Which he can use to outflank from wherever he wants).
- Ranger Alpha: He's a little more expensive than the Vanguard Alpha, but he exchanges the Rad-saturation and Radium Carbine for Move Through Cover the Galvanic Rifle, which is decent.
Core
- Skitarii Vanguard: Cheap goons with a fancy gun for each five models (Which gives you either Plasma, a super-rifle, or easy Haywire). Being the guys with Rad-saturation, you'll usually be best set by your basic guns, maybe the Plasma Carbine or Arc Rifle if you need something big taken down. That same model per 5 can give you another Data-Tether (If you're afraid of your leader biting it) or the Omnispex.
- Skitarii Ranger: Same as the Vanguard, you get one Special Weapon per 5 or the Omnispex and Data-Tether. You get Move Throug Cover, so really any weapon or range is idea, which makes the Transuranic Arquebus a very sweet take.
Categories: Warhammer 40,000 Tactics/Kill Team (HoR)Categories: Adeptus Mechanicus