Warhammer 40,000/Tactics/Skitarii(7E)/Kill Team: Difference between revisions
Jump to navigation
Jump to search
1d4chan>Naeondaemon Just getting this page started. Do with it what you will. Add on if you can, but if you disagree with any of my statements please explain why. |
1d4chan>Naeondaemon |
||
Line 53: | Line 53: | ||
*'''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. | *'''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. | **'''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 | **'''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? | ||
==Building Your Army== | ==Building Your Army== |
Revision as of 09:18, 16 October 2016
Why Play as Skitarii
Words, Words, Words
Useful Skitarii Rules and Equipment
Doctrina Imperatives are not used in Kill Teams, so alter your strategies accordingly.
Ranged Weapons
- Phospher Blast Pistol:
- Radium Pistol:
- Arc Pistol:
Melee Weapons
- Taser Goad:
- Power Sword:
- Arc Maul:
Special Weapons
- Arc Rifle:
- Transuranic Arquebus:
- Plasma Caliver:
Special Issue Wargear
- Refractor Field:
- Conversion Field:
- Digital Weapons:
Relics of Mars
- Arkhan's Divinator:
- The Phase Taser:
- The Omniscient Mask:
- Pater Radium:
- Phosphoenix:
- Skull of Elder Nikola:
Unit Analysis
A kill team detachment allows for:
- Troops: 0-2
- Elite: 0-1
- Fast Attack: 0-1
Troops
- Rangers:
- Vanguard:
Elite
- Infiltrators:
- Ruststalkers:
- Secutarii Hoplites:
- Secutarii Peltasts:
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?
Building Your Army
Place holder text