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==Void-Dancer Troupe (WD 474)== ===Why Play Void-Dancer Troupe=== *'''Pros''' ** Harlequins, but with characters! ***As a recap, you get 4+ Invulns and {{W40kKeyword|FLY}} on every character. Jumping is effortless and chasms are like puddles to them. ** Saedaths provide you with a means for extra CP *'''Cons''' ** Saedaths can make you a bit predictable with your actions ** You can take ONLY ONE fusion pistol and neuro-disruptor per kill-team ** Still can't stand up to a hit in melee ===Saedaths=== The special rule for this particular version of the Harlequins focus upon playing a particular style with your clowns. When the game starts, you have to pick one allegory (style of play) to use, granting a particular task to accomplish. You also have to designate one operative as having a 'pivotal role', and thus exposing them to all manner of assassins. Any time your operatives accomplish a task, you score a point, with the pivotal role scoring a second point for doing it. Scoring four points gives you quite a payoff, as you not only gain an instant CP for this turn but you also get an allegory-specific bonus. *'''Comedy:''' Your task is simple enough - your operatives just need to fall back, meaning you don't need to focus as much on combat. Do it enough times and they can now fall back by spending 1 less AP, making your clowns even slipperier. *'''Epic:''' Your task is a pretty tough one to fulfill - your operatives need to kill an enemy by scoring two or less hits in melee. However, if you do it you gain the ability to turn one of your normal attacks or parries into a crit if you fight in melee and score no crits. While risky, on-demand crits are absolutely powerful. *'''Melodrama:''' Your task isn't too hard - your operatives need to kill enemies while shooting and score two or more hits. Most of that relies on just re-rolls if you're lucky. Score enough kills and you gain the ability to re-roll one of your hit die. *'''Odyssey:''' Your task requires your operatives to charge and end up within pentagon/6" of the enemy's DZ. Once you accomplish this enough times, your operatives get to add square/3" to their charge ranges rather than the traditional 2"/circle. For Kill-Team, that extra inch is a massive deal. *'''Tragedy:''' Your task pretty much requires your operatives to lose wounds by getting shot from the enemy. However, after taking enough shots your operatives can gain the ability to immediately make one save as if they're in cover - even if they're out in the open. ===VDT Psychic Powers=== Your Shadowseer can still cast powers. As with the Warpcoven, you can cast twice per turn without needing to roll anything, though you can't cast while engaged. *'''Veil of Tears:''' One operative visible to the caster now counts as having cover if shot at from beyond 6"/pentagon, providing quite a bit of protection from guns. In addition, enemies cannot charge them unless they started the charge within 6"/pentagon, which forces the opposition to either get up close and personal or to pick someone else to charge. This can be vital for your pivotal role's survival. *'''Fog of Dreams:''' Mark one visible enemy operative and roll d6. This operative will now be GA1 (Sucks to be you, guardsmen and gaunts!) and now can't perform any actions until either they're the last one activated or they go after a number of enemy operatives equal to your d6. This is instrumental for screwing over a heavy weapon looking to blast all your clowns to smithereens or trapping a beatstick or intruder in place so you can bumrush them. *'''Mirror of Minds:''' Pick one enemy within LOS. Both you and the enemy roll 6d6, dealing 1 MW to the enemy for each matching result you and the enemy share. It's a gambit, but it's your only direct-damage power since Smite doesn't exist. ===VDT Wargear=== *'''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. *'''0-1 Death Mask (3 EP):''' If the bearer of this mask is incapacitated, you gain 1 CP at the end of the activation that this happens. *'''Prismatic Grenade (3 EP):''' Essentially a frag grenade that comes with Stun. *'''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. *'''Shrieker Toxin Rounds (3/4 EP):''' Pick a shuriken pistol or shreiker cannon the bearer has. That gun gains MW1, which makes them a bit more painful. This costs 4EP for a shrieker cannon, considering the considerable output. *'''Supertensile Monofilament Wire (2 EP):''' Pick a harlequin's kiss the bearer has. It gains +1 normal damage for the game. *'''0-1 Support Grip (3 EP):''' {{W40kKeyword|Death Jester}} Operatives only. This removes the Shrieker Cannon's Heavy trait, instead replacing it with the ability to move up to 6"/3 circles and while still being able to fire that big gun. *'''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. ===VDT Campaign Additions=== <tabs> <tab name="Tac Ops"> *'''Mythic Play:''' Revealed in the first turn. You gain 1 VP if your performance tally for the Saedath is at 4 points, and another at 6 points. *'''Hero's Path:''' Revealed when you kill an enemy. If the operative that opens this tac op kills more than anyone else in your team in the game, you score 1 VP. You score another if this operative ends the game at the enemy's DZ. *'''Grand Act:''' You gain a second tally for the first time you accomplish a goal for each Allegory (including ones you didn't select). You score 1 VP for scoring each goal once and another if you managed to pull it off before turn 4. </tab> <tab name="Spec Ops - Dance Along the Threads of Fate"> ''Note - This counts as any one existing Spec Op for terms of repeating'' #''Intricate Steps'': Finish five games where you scored VP from three different core Tac Ops that you randomly select. #''Prophecy Fulfilled'': Finish one last game where you score VP from one of two randomly picked Tac Ops that weren't picked from the last step. Completing this Spec Op scores 3 RP and you can re-roll all Casualty and Recovery checks. </tab> <tab name="Spec Ops - The Grandest of Tales"> #''Many Acts, Each But a Single Step'': Finish six games, each one where you have a different Allegory active and you completed the goals for it at least once. Completing this Spec Op scores 1 RP and 5 XP to spread amongst your operatives. You also get the option between either a piece of rare equipment or increasing your asset capacity by one. </tab> <tab name="Battle Honors"> #'''Whimsical:'''This operative can use the Capricious Role ploy each turn for free. Great for someone who's targeting particular enemies or a Death Jester who wants to stay away. #'''Well Versed:''' This Operative can use one tactical ploy each game without spending CPs. #'''Martial Artistry:''' Whenever this operative fights and scores more hits than the enemy, you can upgrade one of your hits into an automatic crit. #'''Dazzling Spectacle:''' In any time where this operative shoots after fighting (or fights after shooting), you can re-roll all dice with one particular result (so re-roll all 2s or all 1s). #'''Virtuoso:''' This operative can fight twice or shoot a shuriken pistol twice per turn. #'''Pre-eminent:''' Once per battle if this operative is the first to be activated, you can trigger this to give Lethal 5+ to all your weapons for this turn. #*This is not something you can use multiple times, even if you've got this battle honour on multiple models. </tab> <tab name="Requisition"> *'''Grand Role (1 RP):''' Limited to once per Spec Op. You can make one operative the Pivotal Role for your Saedath, letting you pick an additional accolade for this operative whenever you score your first accolade. *'''Role of the Fallen (1 RP):''' Once per Spec Op, whenever an operative passes a Casualty check, you can let them score 1XP for each game afterwards. *'''Emissaries of the Laughing God (1 RP):''' You can re-roll all Recovery checks for operatives that did not fight this game. </tab> <tab name="Assets"> *'''Webway Portal:''' One operative can hide in the webway for deep-striking instead of being on-field. You can then deploy it as normal later in the first turn, once you see how the board is set up. *'''Shrine of Meditation:''' You can re-roll to determine whether or not you're an attacker or defender. *'''Loretrove:''' You start the game with 1 point on your performance tally, speeding up your path to the Accolade. </tab> <tab name="Rare Equipment"> #'''Hidden Guise (1 EP):''' You can make the bearer the Pivotal Role for your Allegory once per game. #'''Crystal Shard (3 EP):''' Once per game when the bearer is shot, you can activate this to grant a 3+ Invuln save for the rest of the turn. #'''Shimmerclone (3 EP):''' Once per game you can negate any damage dealt to the bearer by one attack. #'''Falcon's Feather (3 EP):''' This operative can dash for free each turn after the first where they're not within LoS of the enemy. #'''Mocking Panoply (2 EP):''' Whenever the bearer moves within 2"/circle of an enemy, roll a d6; on a 5+, that victim suffers d3 mortal wounds, making it a natural fit with the Capricious Role ploy. #'''Raiment of Mirrors (2 EP):''' Whenever the bearer is attacked in melee or shot at by an enemy within 6"/pentagon, they cannot be hit on anything below a 4+. </tab> </tabs> ===VDT Units=== This Seek & Destroy/Infiltration/Recon fireteam is composed of: * 1 Lead Player * 7 of the following: **5-7 Player Warrior **0-1 Death Jester **0-1 Shadowseer *'''Lead Player (Combat, Marksman, Scout):''' Your leader essentially has the entirety of the harlequin arsenal, including the specialty pistols if you didn't put them on anyone else. 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 (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 before accounting for the Between Colours ploy. While the statline gives them a miserable 6+ save, their holo-fields instead provide a 4+ invulnerable save to protect them at range. **Their primary gun is the short-ranged shuriken pistol, as powerful as a bolt pistol and given Rending. If you want more bang, you can also provide one (and ONLY ONE member of the kill-team) either fusion pistol to melt through enemy armor or a neuro-disruptor for Stun. **Their melee options are far more diverse and nowhere near as limited. 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 and has Rending to maximize Crits. The harlequin's embrace and blade act as the middle-ground, the difference being that the blade has Balanced while the embrace has Brutal in order to overwhelm the opposition. *'''Death Jester (Marksman):''' There's only one thing the Jester is for and that is heavy weapons. Their shrieker cannon is Heavy, but it carries quite a bit of firepower with Rending for more crits and Fusillade can split fire between multiple models. The cannon also has a blade at the end which deals a respectable amount of damage and includes Reap 2 in case you find the jester facing crowds. Any damage your targets sustain from these shots also counts them as injured, crippling them for your other players to dive in. Unfortunately, this gun's main drawback is being Heavy, meaning that the jester can't shoot this while moving...unless you buy the support grip. **A curious action for the Jester is the ability to swap Fusillade for Torrent. While in most cases this won't mean much, using Torrent means that you can shoot through anyone hiding behind their colleagues. The issue is that it costs 2 AP, which is a crazy cost. *'''Shadowseer (Marksman, Scout):''' Your resident psyker, benefiting from the same free casting that the Warpcoven has. Their combat prowess is as effective as the other harlequins, with their miststave dealing as much damage as a basic blade and carrying Stun to overwhelm enemies. They only have the option to take a neuro-disruptor if you didn't put it on anyone else, with the fusion pistol not being present. **Rather than being gear, they can use hallucinogen grenades as a single-use special action. While it still has a range of 6"/pentagon and has a blast radius of 2"/circle, but instead of rolling to hit, you need to roll d6 for each target, subtracting 1 if the target's behind cover. On a 4+, the target loses an AP and suffers a MW on a 6+, making it a decent way to shut down any crowds from escaping without costing them. ===VDT Ploys=== <tabs> <tab name="Strategic Ploys"> *'''Between Colours (1 CP):''' Your operatives can always shoot while moving (except for the Death Jester and his penis-compensatingly massive gun), allowing you a lot of versatility as you shoot in between cover points. *'''Cegorach's Jest (1 CP):''' Whenever your operatives fight in melee, you can turn one normal hit by the enemy into either an attack or a parry if you roll equal to or below the enemy's WS. Perfect for forcing the grunts to play be your tune, but won't mean much for marines. Won't work on crits as of the Q2 2022 balance dataslate. *'''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"> *'''Capricious Role (1 CP):''' Upon activating an operative, you can let them charge or dash through enemy engagement range, letting you focus upon ideal enemies - which is vital for the odyssey allegory. *'''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. *'''Ruthless Derision (1 CP):''' When your operatives shoot after falling back, you can re-roll any hit die. Using the comedy allegory will see this used a lot if you want to keep up your damage output. </tab> </tabs> ===VDT Strategies=== <div class="toccolours mw-collapsible mw-collapsed"> '''VDT 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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