Warhammer 40,000/7th Edition Tactics/Skitarii

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Why Play Skitarii

Revealing their hand in white dwarf, the Mechanicum are getting a presence in core 40k in the form of the Skitarii (or "Tech Guard" for those of you not in the know). This is NOT the same as the Horus Heresy Mechanicum army or units. Though if Forge World have half a brain they'll start finding ways to add their 30k units into the 40k army in an upcoming Imperial Armour book.

But for just now all we've got to run with is a few units until more information comes to light.

Reasons for playing Skitarii

  • You've wanted Mechanicum units in 40k for a long time
  • From appearances, every unit has Relentless so no static gun lines for you
  • Funky-ass wargear that can't be found anywhere else
  • They look to be a middle ground between Astra Militarum and Astartes in terms of individual power level.

Skitarii Special Rules & Weapons

Melee Weapons

  • Arc Maul - A Haywire power maul
  • Taser Goad/Lance - A cool tesla-type melee weapon that causes two extra hits for every 6 you roll to hit. The Lance version has a higher strength of +3 when charging and also doubles the initiative of the user (generally to six). Unfortunately neither version has any AP to speak of, though get enough of them together and you can overwhelm enemies with lots of hits.


Ranged Weapons

Wargear

  • Skitarii Warplate - It's Carapace Armour with a different name.
  • Refractor Field - 5+ invulnerable, you've seen these before
  • Conversion Field - Like the Dark Angels get, a 4+ invulnerable that goes off like a flash grenade when hit.
  • Omnispex - Like an Auspex, but made Omni, though it still does the job of reducing cover saves on target units. The owning model does not have to forgo his own ranged attack to get the benefit.

Relics of Mars

Unit Analysis

HQ

Troops

Elite

Fast Attack

Heavy Support

Formations

Allies

Tactics