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==Specialist Abilities== Specialists gain experience by participating in battles and using Specialist-specific Tactics. While leveling up a Specialist gives them advancements that make them stronger and opens up new Tactics for them to use, leveling up also increases the Specialist's point value by 4 points per level (e.g. a level 2 specialist will cost 4 points more than a level 1 specialist), forcing players to strike a balance between the added effectiveness and the higher price tag. A specialist cannot advance beyond Level 4. The Commander unit which will be added in Kill-Team: Rogue Trader works differently, which will be outlined in its section. Specialist advancements work on a branching tree model; as they level up, they can pick and choose from different abilities in this order: #Level 1 #Either Level 2A or 2B #If Level 2A was chosen, either Level 3AA or Level 3AB; if Level 2B was chosen, either Level 3BA or Level 3BB. #Any other ability not already chosen in a previous level As a result, two identical units with the same Specialization and wargear can easily end up with a completely different set of advancements. Note that some units may not be able to access certain Specialist types, or may have their ability to be a Specialist of a given type linked to specific requirements (e.g. a Guardsman can only become a Comms specialist if he takes a Vox-Caster as part of his wargear, and a Tactical Marine can only be a Leader if he is a Sergeant). ===Leader=== The Leader specialization focuses on buffing your other kill team members, as well as being your main source of Command points for your team. It is also the only mandatory Specialist, as a Kill-Team must take one (and only one) in order to be Battle-Forged. Bear in mind that your Leader does not necessarily have to be the guy with the highest leadership or best combat ability. In fact, for some teams, it might actually be ''better'' if he isn't. A Leader's most important job is to simply stay alive and keep generating CP, designating as Leader a unit that's small and will stay out of the way lets you bring those bigger tougher units in as other kinds of specialists (usually combat) so they can be free to do what they do best. *'''Resourceful (Lv 1):''' As long as this model is on the battlefield and is not shaken, gain an additional Command Point at the beginning of each battle round. **'''Bold (Lv 2A):''' This model automatically passes Nerve tests. ***'''Paragon (Lv 3AA):''' Re-roll hit rolls of 1 for friendly models within 3" of this model, as long as it is not shaken. Normally, ''much'' better than ''Mentor'', as buffing all models within range (including itself) in every Phase is usually more than enough to make up for not being a full re-roll failures. ***'''Tyrant (Lv 3AB):''' Your opponent(s) must add 1 to Nerve tests for any enemy models within 6" of this model, as long as it is not shaken. Since this requires you to get your Leader to be near the enemy to work, this is far better on a Leader who already ''wants'' to be close, like a close combat powerhouse. **'''Inspiring (Lv 2B):''' As long as this model is not shaken, other friendly models within 3" of it automatically pass Nerve tests. Now does not affect the Leader itself, so be mindful of that. ***'''Tactician (Lv 3BA):''' As long as this model is on the battlefield and is not shaken, roll a D6 each time you use a Tactic. On a 5+ you gain a command point. Synergizes directly with ''Resourceful'', as the model will now both provide a command point and then attempt to refund its use. ***'''Mentor (Lv 3BB):''' Once per battle round, when you choose a friendly model within 3" of this model to shoot in the Shooting phase - as long as this model is not shaken - you can re-roll failed hit rolls for that model until the end of the phase. Normally, ''much'' worse than ''Paragon'', as it is both limited to the Shooting phase ''and'' limited to buffing only one model, which amounts to being much worse than improving from re-rolling 1s to re-rolling all failures. ====Unique Tactics==== *'''Level 1 - Lead By Example (1 CP):''' When this model is selected to fight in the Fight phase, another friendly model within 3" of them that is also eligible to fight can do so as well. The Leader and the other model can fight in any order. *'''Level 2 - Fire On My Target (1 CP):''' Same as Lead By Example, but for shooting instead of melee. *'''Level 3 - Force Of Will (1 CP):''' At the start of the round, if the Leader is on the battlefield and is not shaken, the Kill-Team does not suffer penalties for being broken. ===Heavy=== Improves shooting, either by boosting the effectiveness of heavy weapons or by making the user tough enough to close in with assault weapons. The Extra Armor branch can also add a little bit of effectiveness in melee combat. *'''Relentless (Lv 1):''' This model does not suffer the -1 penalty for shooting with a heavy weapon after moving in the preceding Movement phase, or for shooting an Assault weapon after Advancing. **'''Suppressor (Lv 2A):''' Enemy models that are targeted by this model in the Shooting phase suffer a -1 penalty to their hit rolls until the end of the phase. ***'''Devastator (Lv 3AA):''' You can re-roll the damage for this models ranged weapons that have a random Damage Characteristic. ***'''Rigorous (Lv 3AB):''' You can re-roll hit rolls of 1 for this model in the Shooting phase. **'''Extra Armour (Lv 2B):''' Ignore AP characteristics of -1 for attacks that target this model. ***'''Indomitable (Lv 3BA):''' Once per battle round, you can make your opponent re-roll the injury dice for this model. ***'''Heavily Muscled (Lv 3BB):''' You can re-roll wound rolls of 1 for this model in the Fight phase. ====Unique Tactics==== *'''Level 1- More Bullets (1 CP):''' During the shooting phase, when selecting a Heavy Specialist whose weapon normally fires more than 1 shot, it fires one extra shot (e.g. Heavy 2 will attack 3 times instead of 2). *'''Level 2- Overwhelming Firepower (2 CP):''' After a Level 2+ Heavy Specialist shoots in the shooting phase, it can shoot again. Cannot be used in the same round as More Bullets. *'''Level 3- Unkillable (1 CP):''' At the start of the morale phase, a Level 3+ Heavy Specialist can remove a flesh wound. ===Demolitions=== A set of abilities focused on grenades, flamer use, and attacking obscured enemies, with a few post-battle abilities thrown into the mix. *'''Breacher (Lv 1):''' Add 1 to wound against targets that are obscured. **'''Pyromaniac (Lv 2A):''' Re-roll 1s to wound when using a weapon with auto-hit properties (e.g. flamers). ***'''Saboteur (Lv 3AA):''' If the model is in the Kill Team and not out of action when making casualty rolls, roll a d6. On a 5+, an opponent loses 1 Materiel. ***'''Sapper (Lv 3AB):''' If the model is in the Kill Team and the Plant Traps Strategy is used, an extra piece of terrain can be booby-trapped. **'''Grenadier (Lv 2B):''' Add 3" to the maximum range of any Grenades and re-roll 1s to hit with them. ***'''Siegemaster (Lv 3BA):''' Add 1 to injury rolls caused by attacks made in the Shooting Phase if they are made against obscured models. ***'''Ammo Hound (Lv 3BB):''' If the model is in the Kill Team and not out of action when making casualty rolls, roll a d6. On a 5+, you gain 1 Materiel. ====Unique Tactics==== *'''Level 1- Custom Ammo (1 CP):''' In the shooting phase, pick a demolitions specialist; its attacks this phase add 1 to their wound rolls. *'''Level 2- Lucky Escape (1 CP):''' At the start of the shooting phase, pick a Level 2+ Demolitions Specialist. It gains a FnP 5+ for the phase. *'''Level 3- High Explosives (1 CP):''' When picking a Level 3+ Demolitions Specialist to shoot in the shooting phase, it fires only one shot even if its weapon normally has more attacks. However, the weapon's damage is increased by 2. Cannot be used in the same round as Custom Ammo. ===Combat=== All around Improvements involving combat phase, including ways to inflict mortal wounds. *'''Expert Fighter (Lv 1):''' Add 1 to this model’s Attacks characteristics. **'''Warrior Adept (Lv 2A):''' Add 1 to hit rolls for this model in the Fight Phase. ***'''Deathblow (Lv 3AA):''' Any wound rolls of 6 you make for this model in the Fight phase inflict 1 mortal wound on the target in addition to any other damage. ***'''Combat Master (Lv 3AB):''' Add 1 to the Attacks characteristic of this model for each enemy model within 1” of it at the start of the Fight phase, until the end of the phase. **'''Deadly Counter (Lv 2B):''' If any hit rolls of 1 or less are made for a model’s attacks that target this model in the Fight phase unless this model is shaken, roll a D6. On a 5+ the model that made the attack suffers 1 mortal wound after all of those attacks have been resolved. ***'''Killer Instinct (Lv 3BA):''' You can re-roll any failed wound roll you make for this model in the fight phase. ***'''Bloodlust (Lv 3BB):''' You can re-roll any failed charge rolls you make for this model. ====Unique Tactics==== *'''Level 1- Up and At 'Em! (1 CP):''' In the fight phase, after attacking with a model from your kill-team, pick a Combat Specialist that has not yet fought this turn. It can then be chose to fight next, before any other players pick their next model to fight. *'''Level 2- Defensive Fighter (1 CP):''' At the start of the fight phase, pick a Combat Specialist who is Level 2 or higher. Its Attacks characteristic drops by 2 (down to a minimum of 1) but opponents must re-roll successful hits made against that model. *'''Level 3- Deadly Charge (1 CP):''' When a Combat Specialist who is level 3 or higher makes a successful charge, roll a d6. On a 5+, the target of the charge suffers a mortal wound. ===Comms=== Can provide buffs to shooting for allied models and/or debuffs nearby models. It can also generate and recycle Command Points with one upgrade branch. *'''Scanner (Lv 1):''' Once per shooting phase, when you pick another model from your kill team to shoot that is within 6" of this model, if this model is not shaken, you can add 1 to hit rolls for that model in this phase. Errata has eliminated the ability to buff your own shooting attack, but this is still an excellent choice, especially used stacked with the bonuses from the Sniper or Heavy specialist tree. **'''Expert (Lv 2A):''' Roll a D6 at the start of each battle round, if this model is not shaken. On a 5+ you gain 1 additional Command point. This additional Command Point is lost at the end of the battle round if not used. ***'''Vox Ghost (Lv 3AA):''' Subtract 1 from the Leadership characteristic of enemy models while this model is on the battlefield, as long as it is not shaken. ***'''Command Relay (Lv 3AB):''' Roll a D6 each time you use a tactic while this model is on the battlefield and not shaken. On a 6 the Command Points spent on that Tactic are immediately refreshed. **'''Static Screech(Lv 2B):''' Once per battle, at the start of the fight phase, if this model is not shaken, subtract 1 from hit rolls for enemy models that make attacks while they are within 6" of this model until the end of the phase. ***'''Triangulator (Lv 3BA):''' Once per shooting phase, when you pick a model from your kill team to shoot a heavy weapon, if this model is not shaken, you can re-roll the die when determining the number of attacks that model can make. ***'''Vox Hacker (Lv 3BB):''' After each battle in which this model was in your kill team, if this model is not in Convalescence or dead, roll a D6. On a 5+ you gain 1 intelligence. ====Unique Tactics==== *'''Level 1- Rousing Transmission (1 CP):''' In the morale phase, before any nerve tests are taken, subtract 1 from the nerve tests of other models from your kill-team as though the comms specialist was within 2" of them. *'''Level 2- Scanner Uplink (2 CP):''' In the shooting phase, select a model in your kill-team within 6" of a level 2+ comms specialist to shoot. It can fire at models not visible to it, but can only hit them on a 6 regardless of any modifiers (even on weapons that would normally hit automatically); for the purpose of injury rolls, the target is considered obscured. *'''Level 3- New Intelligence (1 CP):''' At the end of the movement phase, pick a model within 12" of a level 3+ Comms Specialist. It is now readied. ===Medic=== Focuses on minimizing the impact of injury and casualty rolls, and can grant FnP and other post-battle bonuses. In regular matched play, however, a Medic is only really good for buffing a melee specialist or leader, so don't bother unless you got a good one to pair him up with. *'''Reassuring (Lv 1):''' This model is never treated as being shaken when taking Nerve tests for other models in your kill team. **'''Field Medic (Lv 2A):''' Roll a D6 when a friendly model within 3" of this model suffers a wound, as long as this model is not shaken; on a 6 that wound is not lost. ***'''Trauma Specialist (Lv 3AA):''' When an Injury roll is made for a friendly model within 3" of this model as long as this model is not shaken;roll an additional dice and use the lowest result. ***'''Triage Expert (Lv 3AB):''' If this model is in your kill team and not out of action at the end of the battle, and you roll a Dead result when making a Casualty roll for a model from your kill team, you can roll a D6. on a 4+ apply the convalescence result instead. **'''Anatomist (Lv 2B):''' Re-roll wound rolls of 1 for this model in the fight phase. ***'''Interrogator (Lv 3BA):''' At the end of any battle in which you were victorious if this model was in your kill team and not out of action, roll a D6, on a 5+ you gain 1 intelligence. ***'''Toxin Synthesiser (Lv 3BB):''' Before deployment, you can pick up to D3 models from your kill team. Until the end of the battle, those models' melee weapons add 1 to wound rolls made by their attacks. ====Unique Tactics==== *'''Level 1- Stimm Shot (1 CP):''' At the start of the movement phase, pick a model within 2" of a Medic Specialist that's not shaken. It adds 1 to Advance and Charge rolls, and adds 1 to its Attacks stat until the next battle round. Use this to dose up a Combat or Zealot specialist and fire a [[Eversor|one-man WAAAGH!]] at the enemy. *'''Level 2- Painkiller (2 CP):''' At the end of the movement phase, pick a model within 2" of a Level 2+ Medic Specialist that's not shaken. Its Toughness is increased by 2 until the end of the battle round. *'''Level 3- Emergency Resuscitation (2 CP):''' If a Level 3+ Medic Specialist is within 2" of a unit that suffers an Out of Action injury result, it takes a flesh wound instead. ===Sniper=== Grants improvements to shooting attacks via a combination of rerolls, extra effects when rolling a 6, bonuses to hit, and boosted range. Note that in terms of points, a level 2 sniper with Marksman and Assassin costs 4 points above base, while a generic fire team member that has rolled Skilled and Lethal has the exact same rules, but costs only 2 points above base. (Of course, you have to actually get the rolls first...) Ironically, Marksman and Careful Aim makes Lv 1 Sniper specialization better suited to plasma gunners than actual snipers. *'''Marksman (Lv 1):''' You can re-roll hit rolls of 1 for the model when it makes a shooting attack. **'''Assassin (Lv 2A):''' You can re-roll wound rolls of 1 this model when it makes a shooting attack. ***'''Deadeye (Lv 3AA):''' On an unmodified wound roll of 6 by this model’s shooting attacks, increase the damage characteristic of that attack by 1 ***'''Armor piercing (Lv 3AB):''' On an unmodified wound roll of 6 for this model’s shooting attacks, improve the AP characteristic of this attack by 1 (e.g. AP-1 becomes AP-2) **'''Sharpshooter (Lv 2B):''' If this model is Readied, add 1 to hit rolls when it makes a shooting attack. ***'''Mobile (Lv 3BA):''' This model does not suffer the -1 penalty for shooting with a Heavy weapon after moving in the preceding Movement phase, or for shooting an Assault weapon after Advancing. ***'''Eagle-eye (Lv 3BB):''' Increase the Range characteristic of all Rapid Fire and Heavy weapons this model is armed with by 6”. ====Unique Tactics==== *'''Level 1- Careful Aim (1 CP):''' When selecting a Sniper specialist to shoot, it adds 1 to its rolls to hit. *'''Level 2- Headshot (1 CP):''' When selecting a level 2+ Sniper Specialist to shoot, any obscured targets it fires at are not considered obscured for the purposes of shooting penalties. *'''Level 3- Quick Shot (1 CP):''' When selecting a level 3+ Sniper Specialist to shoot, it takes a -1 penalty to hit rolls but can fire twice the normal amount of shots. Cannot be used in the same round as Headshot. ===Scout=== Has access to a variety of movement-related tricks, provides buffs to shooting, and can give extra benefits before and after the battle. *'''Swift (Level 1):''' Re-roll Advance rolls for this model. **'''Forward Scout (Level 2A):''' Automatically pass Dangerous Terrain tests for this model. ***'''Skirmisher (Level 3AA):''' Opponents must subtract 1 to hit from shooting attacks if this unit is more than 12" away from the firing model and is not obscured or shaken. ***'''Vanguard (Level 3AB):''' If this unit isn't shaken, models from your kill-team attacking models within 6" of this model re-roll 1s to hit in the shooting phase. **'''Pathfinder (Level 2B):''' If this unit isn't in Convalescence, you can add or subtract 1 from the roll to determine the mission type. However, this model must be used in that mission if the roll is modified in this manner. ***'''Observer (Level 3BA):''' If this model is in your kill-team, roll a d6 in the Scouting phase. On a 4+, you can use an additional Strategy. ***'''Explorer (Level 3BB):''' At the end of any battle in which you were victorious, if this model was in your kill team and not out of action, roll a D6. On a 5+ you gain 1 territory. ====Unique Tactics==== *'''Level 1- Quick March (1 CP):''' When selecting a Scout Specialist to move, it can increase its Move stat by 2". *'''Level 2- Marked Positions (1 CP):''' At the start of the Shooting phase, pick an enemy model within 6" of a Level 2+ Scout Specialist that isn't shaken. Models in your kill-team targeting that model re-roll 1s to hit until the end of the phase. *'''Level 3- Move Unseen (2 CP):''' At the start of your turn in the Movement phase, pick a Level 3+ Scout Specialist. Remove it and set it up again within 18" of its original position and more than 3" of an enemy. The model counts as having advanced during that phase. ===Veteran=== A jack-of-all-trades with easy re-roll access, resistance to being shaken, and the ability to improve its armor save. *'''Grizzled (Level 1):''' This model ignores penalties to its Leadership and Nerve tests. **'''Practiced (Level 2A):''' Re-roll one hit or wound roll for this model in each battle round. ***'''Survivor (Level 3AA):''' The model adds 1 to its armor save. ***'''One Man Army (Level 3AB):''' If this unit isn't shaken, it generates one CP per round. CP generated in this manner can only be used on Veteran Tactics. **'''Seen It All (Level 2B):''' If this unit isn't Shaken, models from your kill-team within 3" of this model subtract 1 from Nerve tests. ***'''Battle Scarred (Level 3BA):''' If this model is not shaken, enemy models within 6" of it take -1 to their Leadership. ***'''Nerves of Steel (Level 3BB):''' This model re-rolls failed hits in Overwatch. ====Unique Tactics==== *'''Level 1- Adaptive Tactics (1 CP):''' At the start of the first battle but before the initiative phase, pick a Veteran Specialist. It can make a normal move or advance. This tactic can only be used once per game. *'''Level 2- Well Drilled (2 CP):''' At the start of the Shooting phase, pick a Level 2+ Veteran Specialist that isn't within 1" of an enemy. It is Readied, and does not count as having moved this turn. *'''Level 3- Roll with the Hits (1 CP):''' During the opponent's turn in the Shooting phase, pick a Level 3+ Veteran Specialist that has been injured but has not yet rolled injury dice. The opponent can only roll one injury die for attacks against it, even if that attack would normally generate more. ===Zealot=== A more defensive melee specialist that can buff allies, debuff enemies, and mess with morale. One of its advancement branches also grants it FnP and immunity to being shaken. *'''Frenzied (Level 1):''' This model gains +1 to its Strength and Attacks if it charged this round. **'''Exultant (Level 2A):''' : Opponents must re-roll unmodified hit rolls of 6 for models from their kill-team within 3" of this model, as long as it is not shaken. ***'''Puritan (Level 3AA):''' The model re-rolls failed hits in the fight phase if its target doesn't share faction keywords with it. ***'''Rousing (Level 3AB):''' If this unit isn't shaken, models from your kill-team within 6" of it gain +1 to their Leadership. **'''Flagellant (Level 2B):''' This model gets FnP on a 6+. ***'''Fanatical (Level 3BA):''' This model never fails Nerve tests. ***'''Strength of Spirit (Level 3BB):''' This model subtracts 1 from injury rolls it takes. ====Unique Tactics==== *'''Level 1- Killing Frenzy (1 CP):''' When a Zealot Specialist is selected to fight, attacks which hit on a 6+ generate a bonus attack. *'''Level 2- Martyr (2 CP):''' When a Level 2+ Zealot Specialist loses its last wound (but before it rolls injury dice), it can either shoot as if it was the shooting phase or pile in and make a single attack as if it was the combat phase. *'''Level 3- Terrifying Rampage (2 CP):''' At the start of the Morale phase, pick a Level 3+ Zealot Specialist that took an enemy model Out of Action in the combat phase. Enemies within 6" of that model must make a nerve test and become shaken if they fail it. ===Choose Your Own Specialist=== <span style='color:red>placeholder for new content in Annual 2019. Chose your own specialism out of parts of other specialism (eg. Heavy 1, Sniper 2A, Veteran 3BB, Heavy 3AB and tactics of the correct level) but only for Open Play. </span>
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