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==Troupe== As of the Q2 2022 Balance Dataslate, this Kill-Team has been deemed, superceded by the Void-Dancer Troupe below ===Why Play Troupe=== *'''Pros''' ** Holo-fields guarantee you invulnerable saves, a blessing considering their frailty. ** Flip Belts make jumping a trifle by making them automatically pass any tests. ** Impressive variety of melee weapons for all operatives. *'''Cons''' ** Extremely limited range when shooting. ** Any hits in melee are brutal to you ===T Wargear=== *'''Shrieker Toxin Rounds (2 EP):''' Pick a shuriken pistol the bearer has. That pistol gains MW1, which makes them a bit more painful. *'''0-1 Death Mask (2 EP):''' If the bearer of this mask is incapacitated, you gain 1 CP at the end of the activation that this happens. *'''Accelerated Monofilament Wire (3 EP):''' Pick a harlequin's embrace the bearer has. It now gets the Reap 1 and Lethal 5+ rules, making it extremely lethal on a crit as well as spreading some pain in splash damage. *'''Supertensile Monofilament Wire (2 EP):''' Pick a harlequin's kiss the bearer has. It gains +1 normal damage for the game. *'''Pure Psychocrystals (3 EP):''' Pick a neuro-disruptor the bearer has. This grants the gun the Lethal 5+ rule, making crits - and therefore Stun - far more likely. *'''Wraithbone Talisman (3 EP):''' Once per battle, the bearer gets a free use of the Command Re-roll tactical ploy when shooting, rolling defense dice, or fighting. *'''Prismatic Grenade (3 EP):''' Essentially a frag grenade that comes with Stun. ===T Units=== This Seek & Destroy/Infiltration/Recon fireteam is composed of: * 1 Player Leader * 7 of the following: **5-7 Player Warrior **0-2 Player Gunner *'''Player Leader (Combat, Marksman, Scout):''' Your leader essentially has the entirety of the harlequin arsenal, which fortunately includes the gunner's weapons as well. Also unique to the leader is the power sword, which gives the power of a harlequin's blade but with Lethal 5+ for ease of crits. *'''Player Warrior (Combat, Scout):''' Each harlequin is gifted with an exceptional APL3, which allows them to perform quite a bit and can even help restore the old move-shoot-move shenanigans of old. While the statline gives them a miserable 6+ save, their holo-fields instead provide a 4+ invulnerable save to protect them. **Their only gun is the short-ranged shuriken pistol, as powerful as a bolt pistol and given Rending. Their melee options are far more diverse. The harlequin's kiss deals little damage but any crits deal more than double that base damage. The harlequin's caress deals considerably more damage, but you're going to have to contend with a 4+ WS. The harlequin's embrace and harlequin's blade act as the middle-ground, retaining that 3+ WS for decent damage, the difference being that the blade has Balanced while the embrace has Brutal in order to overwhelm the opposition. *'''Player Gunner (Combat, Marksman, Scout):''' Despite being called a gunner, your options for guns are both absurdly short-ranged and limited. The fusion pistol only has a 3"/square range to deal its incredible firepower, with crits dealing plenty of mortal wounds. The neuro-disruptor has a range of 6"/pentagon and AP1 helps against armored foes, while Stun can help rob the enemy of AP. ===T Ploys=== <tabs> <tab name="Strategic Ploys"> *'''Rising Crescendo (1 CP):''' Your operatives add 1"/triangle to any move, fall back, dash, or charge moves. Additionally, they can dash and charge while in engagement range of the enemy. *'''Domino Field (1 CP):''' For the rest of this turning point, operatives that don't shoot and are within 1"/triangle of some cover will always count as having the Conceal order. *'''Prismatic Blur (1 CP):''' An operative that moves, falls back or charges counts as a blur. This means the operative can re-roll one defense die when shot at and when in combat, they can twist any attacks the opponent makes into parries on a 4+ for feinting fun. </tab> <tab name="Tactical Ploys"> *'''Murderous Entrance (1 CP):''' When an operative scores a critical hit following a charge, you can make one of your other attack die count as a hit as well. *'''The Curtain Falls (1 CP):''' After an operative fights in melee, they can immediately fall back for 1 AP. This can always be done, even if this operative had charged beforehand. *'''Hero's Path (1 CP):''' Upon activation, an operative gains an action that expends all 3 AP for the ability to teleport anywhere that's more than 6"/pentagon away from any enemy operatives. </tab> </tabs> ===T Strategies=== <div class="toccolours mw-collapsible mw-collapsed"> '''T Strategies:''' <div class="mw-collapsible-content"> Strategies for playing as this faction go here </div> </div> <div class="toccolours mw-collapsible mw-collapsed"> '''Counterplay:''' <div class="mw-collapsible-content"> Strategies for playing against this faction go here </div> </div>
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