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===Ranged Weapons=== *'''Archaeotech Pistols:''' S6 AP3 Master-crafted pistol. Your powermincer. Too bad it's available only to the Lord Marshal. Works well with Disciplined Fire, hitting on a re-rollable 5+ on Overwatch so, if you're using him, buy one for him. ''A Master-Crafted Plasma pistol costs the same and is deadlier, meaning Archeotech has only one function: being the sidearm of a MC Paragon wielding Praetor in order to get two MC weapons''. *'''Graviton Weapons:''' Not to be confused with [[Grav-Weaponry|Grav-weapons]]; their wounding has nothing to do with the enemy's armour save.These Heavy weapons (not Salvo) possess no Strength, but have both Concussion and Haywire effects. They make the enemy take Strength tests; if the result is above their Strength they take a wound - a result of 6 always causes a wound. So they are effectively Strength 3, wounding GEQs on 4+, and MEQs on 5+, making it ineffective against infantry blobs. That's not why you're taking them though. You take them to dump haywire on the super-tough vehicles of this era. If you have nothing better to shoot at then you can use it bog down infantry because it also creates Difficult and Dangerous terrain in its blast radius, so it can at least severely hinder their movement which is certainly useful. Don't expect many kills though because AP4 in the space marine millennium is just...sub optimal. And it's even difficult to hunt vehicles with it because of its short range and Heavy type, meaning that after you show up, the enemy either kills the wielder or moves away. It's hard to miss, though. They come in gun (18", Blast) and cannon (36" Large Blast) flavors. *'''Grenade Launcher:''' Comes with 3 different grenades: The basic Kraks, Kinetic (S4 AP5 Blasts, so AoE Bolter) and Tempest, which is easy-use AP6 Haywire, because it's an Assault 24" weapon. Pretty versatile, actually. *'''Las Weaponry:''' Yeah, this is your army's bread and butter right here. And we mean it: not counting Volkite/Flamers-only squads and Techpriests, currently you can field like 6 special weapons ''per detachment''. Fortunately, you get LOTS of variety, as the lasrifle your basic tercios get comes with special attachments and whatnot. **'''Laspistol:''' It's a fucking laspistol. What'd you expect? **'''Blast Pistol:''' A predecessor to the Hot-Shot weaponry. It's pretty much the revolver version of the laspistol: Officers only, with Twin-linked and S5 but half the range and Gets Hot, with no AP value. But it's only 2pts, and Gets Hot is virtually unheard of with TL, while comboing with Disciplined Fire. **'''Lasrifle:''' A 30" lasgun with a fancy name. Extra range, BS2 on Overwatch, attachment options...these were manly weapons, instead of mere [[Lasgun|flashlights]]. ***'''Collimator:''' The first of two attachments, this is a 36" Heavy 2 lasgun shot. Pretty useful when holding objectives and you need to add some firepower to a fight. All your lasrifles come with these for free, just in case it wasn't obvious enough that rifle sections are meant to be a stationary gunline. ***'''Blast-Charger:''' Turns your lasrifle into a pocket multilaser. An 18" S6 AP6 ''Heavy 1'' shot that runs a modified version of [http://1d4chan.org/wiki/Warhammer_40,000/Tactics/7th_Edition/Tau#Farsight_Enclaves_Signature_Systems| Power Outage]: After shooting, the gun can't be used again for the next turn as it cools down. In addition, roll one D6 (per squad); on a 6 the charger (not the lasrifle) becomes unusable for the rest of the game, but at least you'll be wounding marines on a 2+ and now your basic troops have a chance against Mechanicum, so it's worth a try. Remember Disciplined Fire ''doesn't work for Heavy weapons'', so DON'T use them for Overwatch - you'll end up less unsaved wounds overall, and with the risk of a Charger Burnout, so stick to normal BS2 lasrifle overwatch. On the other hand, if one of your squads gets charged they're likely to get their asses handed to them so you may want to risk it-for what it's worth. These are bought as an upgrade on a per-squad basis, serving as your grunts' equivalent to special weapons. *'''Needle Pistol:''' S2 AP5 with Rending and Poisoned, which is actually as good/better than a bolter, specially vs 2+ save MEQs. Worth considering. *'''Plasma pistol:''' The same as always, with a minuscule but significant twist: It's rather decently priced now - 15pts was insane, 10 still borders [[Heresy|madness]], but with Disciplined fire less so. Not to mention it's pretty much the ''only'' plasma your infantry can get. So, instead of a power weapon that pretty much always goes last, which WILL get you killed, consider buying this, which just ''might'' get you killed. *'''Rotor Cannons:''' Salvo lasguns, really. A nice way to add volume of fire. They're 30" S3 AP6 Salvo 3/4, so they suck only slightly less than normal. *'''[[Volkite Weaponry|Volkite Weapons]]:''' The literal Martian ray gun. They have the '''Deflagrate''' special rule, which means each unsaved wound inflicts another automatic hit. Additional hits this way cannot cause yet more hits. They have nice Strength but poor AP and range, so you better throw DTs or some support in the mix. Your infantry only gets access to the Serpenta (pistol) and Charger (assault) variants here, both S5 AP5.
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