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===L Units=== This Seek & Destroy/Security Kill-Team is composed of 6 of the following: *1 Legionary Chosen or Legionary Aspiring Champion *5 of the following: **0-5 Legionary Warriors **0-1 Legionary Gunner **0-1 Legionary Heavy Gunner **0-1 Legionary Icon Bearer **0-1 Legionary Anointed **0-1 Legionary Balefire Acolyte **0-1 Legionary Butcher **0-1 Legionary Shrivetalon *'''Legionary Aspiring Champion (Combat, Staunch, Marksman):''' A slightly stronger traitor with the improved WS/BS. Unlike the Compendium version, you're stuck with a melee focus with this guy and you have quite a few options for loadout. Alongside Favoured of the Dark Gods' free ploy usage, this guy gains a free action once per turn when he kills an enemy, making him the sort to lead from the front. **Shooting provides you with only the bolt pistol (with balanced for a surprise re-roll) or the more potent plasma pistol for shooting. For the fighting, you've got quite a few options. Your base chainsword comes with the ability to turn basic parries into critical parries, shutting down anything with Brutal. The power weapon has slightly better crits than the chainsword with Lethal 5+ but taking the exclusive power maul gives Stun to overwhelm on crits. The power fist remains your last option, meant for serious damage with Brutal to crush enemy defenses. *'''Legionary Chosen (Combat, Staunch, Marksman):''' The opposite number of the aspiring champion with all the same stats and free ploy. While his gun options remain the same, his 3+ BS makes focusing on guns less than ideal. His lone melee option is a wicked daemon blade, with damage that outstrips all but a power fist and Lethal 5+ to ensure that those crits keep rolling. This guy thrives off being in combat, as scoring crits lets him restore 2 wounds each turn (though this won't help him cheat death) and he has an aura that severely hampers the fleeing distance of any enemies that dare try and fall back within engagement range. *'''Legionary Warrior (Combat, Staunch, Marksman):''' Your basic heretic marine comes with more wounds than a tactical marine, proof of their many centuries of experience in the Long War. As the basic trooper, you can freely choose between the basic bolter or the chainsword+bolt pistol approach depending on what you intend on focusing on. *'''Legionary Gunner (Staunch, Marksman):''' The gunner can't pick up a chainsword, but they do have some impressive guns. The flamer compensates for its low damage and short range with Torrent covering crowds. The plasma gun gives you AP1 and the chance to overcharge for AP2 at risk of exploding. The meltagun is similarly short-ranged, but carries a serious punch with crits dealing mortal wounds. *'''Legionary Heavy Gunner (Staunch, Marksman):''' Your heavy gunner has options for firepower but Heavy means this guy will likely be stuck on the back lines. The heavy bolter comes with Fusillade to split fire as you wish with P1 to possibly puncture armor on a crit. The missile launcher gives you a choice between either the frag missile's blast radius or the krak missile's direct heavy damage with AP1. The new addition to the armory is the reaper chaincannon, a mean sonuvagun with Ceaseless and Fusillade with plenty of shots to compensate for the rather average damage output. *'''Legionary Icon Bearer (Combat, Staunch, Marksman):''' The basic warrior comes strapped with an icon for the +1 to AP standard to many similar icon bearers. Instead of any unique action to bolster their allies, this icon bearer is more selfish and comes with the same free ploy usage as the leaders. *'''Chaos Space Marine Anointed (Combat, Staunch, Scout):''' A [[Possessed Marines|possessed marine]] in all but name. Their claw is about as powerful as a chainsword but with Rending for extra crits. Once per game, you can let the daemon take full control of their host, letting them become a literal melee monster in exchange for being able to anything else. This gift has some serious perks, like being able to fight twice in an activation without using Hateful Assault, a 5+++ save, and adding Ceaseless and Lethal 5+ to their claw for maximum nastiness. *'''Legionary Balefire Acolyte (Combat, Staunch, Marksman):''' Your resident Psyker, though only able to cast once compared to forces like the Warpcoven Sorcerers or Veil Dancer Shadowseers and forbidden from aligning with Khorne. While armed with what amounts to a Balanced bolt pistol and a free hand, their melee attacks deal extra mortal wounds each time they score crits. This can lead to the balefire acolyte being able to handle most enemies without needing to cast, but they will need their powers the moment enemy marines show up. *'''Legionary Butcher (Combat, Staunch):''' An absolute bruiser among brutes, touting a massive chainaxe with damage on par with a power fist and Reap. This chainaxe is built for taking initiative in fights, as it gains Ceaseless when this operative fights on their activation and gains Relentless if they charged. That doesn't mean that they have no defensive value though, as their axe negates supporting attackers (foiling mobs) and has an extended engagement range, turning them into a sizeable roadblock to any attempts to fight them. *'''Legionary Shrivetalon (Combat, Staunch, Scout):''' The resident [[Night Lords|Kurzeaboo]] of the team. Rather than a chainsword, this traitor carries a pair of knives with unassuming damage but Lethal 5+ to get in some easier crits. On top of that, they always fight first, even when defending, and can spook a nearby enemy operative (and robbing them of an AP) whenever they kill an enemy. This turns them into an assassin, meant to sweep in and clean up any wounded enemies and soften up future foes for your foes. **Their other goal is objective denial. Once per game they can blow 2 AP into placing a spoopy sign. When enemies try to pick up an objective within 3"/square of this mark, the action costs an additional AP, while anyone capping an objective within 3"/square of this sign lowers their effective APL by 1. Considering that most enemies have an APL of 2, this can turn those objectives into lost causes, possibly foiling certain Tac Ops and missions that require that specific objective.
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