Warhammer 40,000: Kill Team (HoR)/Tactics/Adeptus Mechanicus(7E)

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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. You now also need to worry about how you place your models not only to ensure proper cover, but also because you can't get free Relentless everywhere.

General Rules

  • Data Tethers: The Broad Spectrum and Enhanced Data Tethers grant their bonuses to models within 6" of them. 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 Rangers/Vanguard a 5+ and your Sicarians a 4+) as well as the ability to re-roll a failed characteristic test (Other than Leadership).