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==Warp Coven (WD 469)== ===Why Play Warp Coven?=== *'''Pros''' **The combination of Tzaangors and marines in whatever fashion you wish. **Your psyker powers are actually diverse as opposed to just three powers. ***On top of that, you can actually cast without worrying about any failures. **You can grab multiple sorcerers. *'''Cons''' **Limited weapon selection, with literally two guns for your rubricae gunner. **All your models are focused on either shooting or punching. Rubricae are only passable in melee while tzaangors lack any long-ranged guns. **Despite being space marines, your basic dustbins all have the human standard APL of 2. Needless to say that this is unimpressive. ***While your sorcerers can off-set that liability, they've become much bigger targets for your enemy to snipe. ===WC Wargear=== *'''Gargoyle Bayonet (2 EP):''' {{W40kKeyword|Rubric Marine}} operatives only. WS 3+ D4/4 melee weapon, making melee for a rubricae slightly less miserable. *'''High-Capacity Magazine (1/3 EP):''' Pick one autopistol, inferno boltgun, or inferno bolt pistol the bearer has. That gun has the Ceaseless rule, making for a more effective gun. **This is especially useful for the Rubric Warriors who live and die by their guns. That said, the cost is quite extreme for anyone that doesn't have an autopistol, meaning that your one rubric marine now cost you 3 EP. *'''Occult Talisman (2 EP):''' Grants the unit a 5+++ FNP save against any mortal wounds, which can also help blunt snipers. *'''0-1 Sorcerous Scroll (4 EP):''' {{W40kKeyword|Sorcerer}} operatives only. Allows the bearer to cast a power from a discipline they did not learn once per game. *'''Arcane Robes (2 EP):''' {{W40kKeyword|Sorcerer}} operatives only. Once per game, the bearer can convert one critical damage they suffer into normal damage, however, it doesn't affect crit effects. In most cases it translates to the Sorcerer having 1 to 2 additional wounds. *'''Ensorcelled Rounds (2 EP):''' {{W40kKeyword|Tzaangor Fighter}} operatives only. The bearer's autopistol adds +1 to their damage stats. *'''Gilded Horns (1 EP):''' {{W40kKeyword|Tzaangor}} operatives only. Whenever the operative charges, one hit of 5+ is considered a critical hit instead. ===Boons of Tzeentch=== The exclusive rule for the Warpcoven. While each sorcerer picks out one mutation by merely being a warp-dabbler, certain Spec Ops also allow you to gift Tzaangors a boon from the Mutation table. That said, you can only pick each boon once and you can't have different operatives sharing the same one. <tabs> <tab name="Aetheric"> #''Immaterial Flight:'' The operative flies. An interesting gift if only because there aren't many operatives that can fly at the moment. #''Crystalline:'' The operative improves their save by 1. For a sorcerer, this is a pretty big deal because now you're effectively a terminator without any of the drawbacks. #''Empyric Ward:'' The operative gets a 4++ Invuln. Why yes, Lord Tzeentch, I do want to tank more guns to the face! </tab> <tab name="Fate"> #''Patron of Destiny:'' Once per turn, the operative gains a free use of the Command Re-roll Ploy when fighting, shooting, or defending from shooting. While this sounds broken as hell, it comes with a draw: every time it's used, you need to roll a 4+ in order to keep this ability in effect. #''Incorporeal Sight:'' Any guns the operative has (meaning spells don't count) gain the No Cover and Lethal 5+ rules. This pretty much invalidates the last obstacle the hand flamer has while the bolt pistol is now just a good bit deadlier with more crits. However, it's useless for a sorcerer carrying the khopesh. #''Time-Walker:'' The operative gains +1"/triangle to their movement and adds +1 to the attacks given by all melee weapons. The ideal choice for a khopesh-wielding sorcerer. </tab> <tab name="Mutation"> #''Warp Swell:'' Improve the normal damage of any melee weapons the operative carries by 1. Perfectly useful for anyone, but especially for Tzaangor champions and sorcerers. #''Mutant Appendage:'' The operative can make one free objective action or Pick Up action for 0 AP each turn. #''Avian Talons:'' If the operative charges and doesn't score any crits, you can convert one of your hits into a critical hit. Sorcerers will especially love this as they can always use Stun to overpower an enemy's parry. </tab> </tabs> ===WC Psychic Powers=== Each Sorcerer learns one discipline and can cast any of the powers from there. To prevent overlap, each sorcerer has to pick a different discipline. Unlike with the base Thousand Sons, there is no test needed to manifest these powers. <tabs> <tab name="Destiny Discipline"> *'''Weave Fate:''' Pick one friendly operative. When shot by the enemy, this operative can re-roll any of their defense dice. Definitely useful if you need to rely on that invuln, like the Tzaangors. *'''Twist Destiny:''' Pick an enemy operative. This operative can never re-roll their hit rolls and can never improve their APL in any way. This action is particularly useful for messing over the guardsmen with their comms or the like. *'''Doombolt:''' Provides a free ranged attack that provides a moderate damage but Lethal 5+ lets it crit and therefore deal MW2 far easier. Pretty much a holdover from the Compendium. </tab> <tab name="Tempyric Discipline"> *'''Ephemeral Instability:''' A power that covers EVERYONE in the enemy team. This makes enemy operatives lose 2"/circle in movement and bars them from the Dash or Charge actions. While this inconveniences everyone in Kill Team, this is especially helpful for screwing over any Nurglite pusbags who are already slow like molasses. *'''Temporal Manipulation:''' One friendly operative within 6"/pentagon recovers 2d3 wounds. *'''Fluxblast:''' Provides a free ranged attack with the stopping power of a bolter and Blast to cover crowds. It also has Rending to make crits deal some extra damage. </tab> <tab name="Warpfire Discipline"> *'''Warp Portal:''' One friendly operative within 3"/square of the sorcerer that hadn't moved during their activation can immediately teleport to another spot within 6"/pentagon of the sorcerer. While they can't move again after this, you can easily move a rubric marine out of harm's way or toss a Tzaangor into becoming a roadblock. *'''Infernal Fire:''' Mark one visible enemy operative. Any operatives that attack this enemy can re-roll any attack dice for this turn. That's right, they turned Compendium's Twist of Fate up to 11. *'''Firestorm:''' Provides a magical grenade with Indirect and Barrage to counteract most cover. While its damage is lacking, it has a small blast range to flush out mobs. </tab> </tabs> ===WC Campaign Additions=== <tabs> <tab name="Tac Ops"> *'''Scry Secret:''' Revealed during the first turn, letting your opponent pick one priority target for you. Your {{W40kKeyword|Sorcerer}} operatives gain a new action that lets them mark that enemy when they're within 6"/pentagon and score 1VP. You gain the other VP if that sorcerer survives until the end of the game. *'''Sorcerous Ritual:''' All your {{W40kKeyword|Sorcerer}} operatives gain a new action, letting them mark the center of the table or one objective over 6"/pentagon from your DZ as the ritual site. Any further attempts to perform this action MUST be at this spot, so you'll need to be exceedingly careful where you decide to perform this ritual. You score 1 VP if you manage to perform this action during 2 different turns, with another VP if you perform it during a third turn. **While this fortunately doesn't cripple the entire utility of your sorcerers, using up one action in order to perform this action is still an action you could have used to cast another spell or shoot at something that could potentially be in the way. Fortunately, this ''only gets revealed the moment you use this action'', meaning you can play mind games on that un-revealed Tac Op and what your enemy might think you'll try to do. *'''Grand Plan:''' Revealed during the start of the game, allowing your enemy to pick one objective over 6"/pentagon from their table edge and one of their operatives. You score one VP by killing the operative and another for taking the objective. </tab> <tab name="Spec Ops - Labyrinthine Plans"> ''Note - This counts as the Perform Rituals Spec Op for terms of repeating'' #''Strands'': Finish five games where you won VP by performing either the Sorcerous Ritual, Triangulate, or Plant Signal Beacon Tac Ops. All of these will require you to protect your operatives, whether it's the very vulnerable sorcerer or a mere Tzaangor. #''Destiny's Moment'': Finish one last game where you win VP through a randomly assigned Tac Op you picked from the top of your deck of Tac Ops. Completing this Spec Op scores 2 RP and 5 XP to share among all of your operatives. In addition, you gain one free use of the Beseech the Changer of Ways Requisition, allowing you to bestow one free Boon for a lucky operative. </tab> <tab name="Spec Ops - Arcane Artefact"> ''Note - This counts as the Recover Archaeotech Spec Op for terms of repeating'' #''Discern Location'': Finish five games where you scored VP from the Scry Secrets, Rob & Ransack or Interloper Tac Ops. Incidentally, all of these require one operative to perform some dirty deed before escaping, requiring you to keep them protected from enemy aggression. #''Extract Artefact'': Finish one last game where you score VP from the Sorcerous Ritual Tac Op. Finishing this Spec Op scores you 1 RP and a piece of rare equipment. In addition, the sorcerer who scored VP from performing the Sorcerous Ritual Tac Op scores an additional 5 XP and can automatically pass any recovery checks they need to make. </tab> <tab name="Battle Honors"> Unlike any other faction, your Battle Honors are split between three smaller lists - One for {{W40kKeyword|Sorcerers}}, one for {{W40kKeyword|Rubric Marines}}, and one for {{W40kKeyword|Tzaangors}} {{W40kKeyword|Sorcerers}} #'''Boon:''' Congratulations! Gain one Boon of Tzeentch. #'''Studious:''' This sorcerer knows one power from a psychic discipline they aren't using, which can lend to some fun synergies based on what you cast. #'''Rubric Affinity:''' This sorcerer claims one {{W40kKeyword|Rubric Marine}} operative as their pet. Their Rubric Command ability no longer has any range restrictions when used on their pet, which is quite handy. #*While this is awesome, this only adds one more reason on top of many others for enemies to snipe out this chosen sorcerer lest they feel the full anger of the pet tin can. {{W40kKeyword|Rubric Marines}} #'''Warded:''' The first time this operative suffers damage in the game, that incoming damage is halved. #'''Unwavering:''' This operative now has a 4++ invuln to make guns even less of a hassle. #'''Automata:''' This operative ignores both Stun and all APL penalties. Since your Rubricae suffer the most with AP, this is a very useful way to guarantee that they won't be shafted by any interference. {{W40kKeyword|Tzaangors}} #'''Avian Mobility:''' This operative ignores all penalties to their movement. In addition, they gat a 2"/circle discount on any climbs or drops they perform, giving them a minor edge on vertical mobility. #'''Mutation:''' Congratulations! Gain one Boon of Tzeentch. #'''Savage:''' This operative's weapons gain the Rending trait, making for a </tab> <tab name="Requisition"> *'''Beseech the Changer of Ways (1 RP):''' Your singular way of scoring Boons of Tzeentch. Expect to use it at least once for your Tzaangors. *'''Lore Study (1 RP):''' Allows one {{W40kKeyword|Sorcerer}} operative to switch psychic disciplines. Note that this also affects the power provided by the Studious Battle Honour. *'''Pursuit of the Arcane (1 RP):''' Whenever you score a piece of Rare Equipment or increase your asset cap, (meaning any time you finish the appropriate Spec Op) you can grant 2 XP to any non-{{W40kKeyword|Rubric Marine}} operative. While a small perk, this is still helpful in nudging one up a rank by that smidgen. </tab> <tab name="Assets"> *'''Rebinding Altar:''' Whenever you roll for battle scars on a {{W40kKeyword|Rubric Marine}} operative, this can let you treat any result short of death into Cerebral Affliction, ensuring that your biggest tanks remain at peak effectiveness. *'''Divine Orrery:''' Pick a certain turn after your first turn. On that turn, you can roll d3 and add it to your initiative to guarantee you go first. If you ever re-roll that initiative, you're also re-rolling your d3, so keep an eye on that. *'''Herdstone:''' One {{W40kKeyword|Tzaangor}} operative without a boon gains a temporary one for the battle, which can give you a momentary boost when you haven't yet scored one out. It can also help give you a test drive of certain mutation and battle honour combinations. </tab> <tab name="Rare Equipment"> #'''Oculus (1/2 EP):''' One autopistol or inferno pistol now has infinite range. Costs 2 EP for the inferno pistol. #'''Animate Avians (3 EP):''' When engaged with the bearer, enemies lose out on one attack, making them more of a roadblock for duelists and some mobs. #'''Witchfire Mantle (3 EP):''' {{W40kKeyword|Sorcerer}} operatives only. Whenever they cast an offensive spell, they can re-roll one hit die to score a guaranteed hit. #'''Aeonglass (3 EP):''' Grants your operative a +1 to their APL once per game. This means the same to both your Rubricae and Tzaangors due to being APL2 while the Sorcerer might just enjoy being able to pop out to cast some evil things before slipping back into cover. #'''Fluxhelm (3 EP):''' {{W40kKeyword|Sorcerer}} operatives only. Grants the bearer a random Boon for the battle. Unfortunately, this MUST be rolled so this can potentially throw things off for you. #'''Changeblade (3 EP):''' Grants a new action that you can use to bless a nearby {{W40kKeyword|Tzaangor}} operative within 1"/triangle and roll a d6. On a 1-2, the unlucky birdman just eats a mortal wound, on a 3-4 the birdman gains +1 to WS/BS, and a 5+, on a 5+ the birdman gains 3 wounds, potentially bringing them over their max wounds. While both benefits sound pretty good to equip, you can only use it once per operative so you'll need to figure out which ones you want to risk the roll for. </tab> </tabs> ===WC Units=== As with the Compendium Thousand Sons, your army comes with a base 5++ Invulnerable save. This Security or Recon (The actual classification depends on the team's balance between Tzaangors and Marines) kill-team is composed of 11 of the following: *1 Sorcerer *11 of the following (Any {{W40kKeyword|Arcana Astartes}} operatives count as two models) **0-2 Sorcerers **0-5 Rubric Marine Warriors **0-1 Rubric Marine Gunner (0-2 if you have at least four {{W40kKeyword|Rubric Marine}} operatives) **0-1 Rubric Marine Icon Bearer **0-11 Tzaangor Fighters **0-1 Tzaangor Champion **0-1 Tzaangor Horn Bearer **0-1 Tzaangor Icon Bearer *'''Sorcerer (Combat, Staunch, Marksman):''' Your lone psyker, now available with backup. While he lacks the improved defenses of your soldiers, he does have 3 APL like a proper marine. The default melee weapon he gets is the force stave, a power weapon equivalent that inflicts Stun on a crit. However, a melee-focused sorcerer could instead swap their pistol for a Prosperine Khopesh, providing another set of attacks with a proper power weapon with the Lethal 5+ rule and both weapons gain Relentless to emphasize the whirlwind of magical violence you are. **The sorcerer carries two pistol options, all of them predictably short-ranged. The inferno bolt pistol offers some direct AP1 while the warpflame pistol provides a small Torrent to manage clusters with AP1 to cook hordes. However, only ONE of your sorcerers can pick up the warpflame pistol, likely to limit this power on an already powerful model. Curiously, this version lacks the Compendium's plasma pistol and can instead buy the khopesh mentioned above. **Unique to this sorcerer is the ability to provide one visible {{W40kKeyword|Rubric Marine}} operative within square/3" +1 to their APL each turn, which can help mitigate their slowness in activations. This also makes taking multiple sorcerers a good idea if you plan on taking a full team of dustbins. The Q3 2022 Dataslate improved this by upping the range to 6"/pentagon, so it doesn't feel like your dustbins aren't glued to your sorcerers. *'''Rubric Marine Warrior (Staunch, Marksman):''' Your basic dustbin is rather durable against small arms fire, having a 2+ save against any attacks with a base damage of 3 or less so it can shrug off anything below a bolter while any guns with AP will need to contend with the 5+ Invuln. The fact that it comes with a boltgun with AP1 means that it can rather easily rip through lighter infantry and threaten other MEQs. That said, combat is the rubricae's best role, as the 2 APL limits what it can do for objectives without a supporting sorcerer. **Interestingly, this version of the rubric marine actually suffers, as they cannot gain any additional movement from something like dashing or charging. While these guys should never be in a fight, this will also affect their ability to fall back. *'''Rubric Marine Gunner (Staunch, Marksman):''' The rubric marines have only two options for special weapons. The warplamer is short-ranged, but it has +1 damage on crits, Torrent lets it cover mobs and AP1 will melt what armor they have. The soulreaper cannon is like a lighter heavy bolter, firing a tons of shots with the same damage as a bolter but with AP1 and Fusillade in order to spread the love. *'''Rubric Marine Icon Bearer (Staunch, Marksman):''' The basic rubricae bearing an icon and thus carrying a +1 to APL for capping. Unlike other icon bearers, this one merely lets one {{W40kKeyword|Aspiring Sorcerer}} operative within 6"/pentagon of it cast one additional time each turn. This can make for a psychic amp for your forces. *'''Tzaangor Fighter (Combat, Scout):''' The basic tzaangor is a little tougher than a cultist and has a 5+ invuln to keep it safe for a little bit. The main purpose of these lads is to take the fight to the enemy, whereas the rubricae are meant to shoot them to death with their warp-infused guns. **The fighter has two loadouts. The autopistol provides some modicum of short-ranged fire support and comes with a chainsword that deals impressive damage for an otherwise unimpressive body. The paired tzaangor blades hits as hard as a chainsword but also has Relentless to guarantee your blows. *'''Tzaangor Champion (Combat, Scout):''' Gone is the Twistbray, replaced with a Tzaangor carrying a greatweapon of some sort as well as a special action to let it fight again. Both weapons do the same amount of damage and have Lethal 5+ to make crits more likely, but the difference comes with other rules; The greataxe has Brutal to overcome parrying, making it better for solo fights. The greatsword comes with Reap, allowing those crits to spread some extra damage to nearby foes. *'''Tzaangor Icon Bearer (Combat, Scout):''' Unlike the fighter, this one's stuck with a rather basic dagger that hits as hard as a rubricae's fist. Its purpose lays solely in its icon, which provides the standard +1 APL for capping. Planting the icon allows friendly {{W40kKeyword|Tzaangor}} operatives within square/3" to improve their invuln saves by +1, a very important boost to keep them standing. *'''Tzaangor Horn Bearer (Combat, Scout):''' Another tzaangor with a meager dagger. Its lone purpose is in blowing its horn as an action, letting friendly {{W40kKeyword|Tzaangor}} operatives add +1"/triangle to their basic moves and charges for this turn. ===WC Ploy=== <tabs> <tab name="Strategic Ploys"> *'''Exalted Astartes (1 CP):''' Your {{W40kKeyword|Sorcerer}} operatives gain a combination of Malicious Volleys and Hateful Assault from the classic traitors. The operatives can choose to either fight twice but not shoot or shoot twice but not fight (and psychic attacks count to this!). **Your {{W40kKeyword|Rubric Marines}} can only shoot twice but are unable to fight, which is well enough considering their limited prowess, but the Q3 2022 Dataslate forces that any gunners you take must spend an additional AP for their second round of shooting, which will bite into your plans of Soulreaper spammage. *'''Psychic Dominion (1 CP):''' Your {{W40kKeyword|Sorcerer}} operatives can cast twice this turn rather than once. *'''Slow and Purposeful (1 CP):''' Until the end of the turn, any {{W40kKeyword|Rubric Marines}} operatives that do not move in any way can re-roll to hit with their guns. Especially handy for your base bolters, which will compose most of your gunline if not all of it. *'''Savage Herd (1 CP):''' Whenever any {{W40kKeyword|Tzaangor}} operative fights in combat, they score an automatic hit. If they're supported by another {{W40kKeyword|Tzaangor}} operative, that turns into a critical hit, which is quite vicious - especially for the champion. </tab> <tab name="Tactical Ploys"> *'''Capricious Plan (1 CP):''' A {{W40kKeyword|Sorcerer}} operative can immediately dash and change their order at the end of their activation, letting them slip into cover just as soon as you lay down some magic on the fools. *'''Mutant Herd (1 CP):''' When {{W40kKeyword|Tzaangor}} operative is activated, they can pick one fellow {{W40kKeyword|Tzaangor}} operative within 3"/square of them. After their activation ends, this fellow operative can immediately move like they have GA2. *'''Psychic Cabal (1 CP):''' When a {{W40kKeyword|Sorcerer}} operative decides to manifest a power, he can instead co-opt a power from a fellow {{W40kKeyword|Sorcerer}} operative within 6"/pentagon of him. If you bring multiple sorcerers, then you owe it to yourself to make sure they can take use of whatever powers are on hand. *'''Schemes of Change (1 CP):''' When an operative is activated, you can dispose of one Tac Op you're using and then pull out another one. </tab> </tabs> ===WC Strategies=== <div class="toccolours mw-collapsible mw-collapsed"> '''TS Strategies:''' <div class="mw-collapsible-content"> Since Psybolts target the nearest '''visible''' enemy model, control your lines of sight for some truly fantastic psybolt aiming. </div> </div> <div class="toccolours mw-collapsible mw-collapsed"> '''Counterplay:''' <div class="mw-collapsible-content"> Invuln saves are great against TS Shooting, but terrible against Psybolts. Cheap and disposable units are great against Psybolts but die in droves against TS Shooting and melee. Mix the two, have your disposable units soak up psybolts (that have to target the '''nearest visible''' enemy model), and enjoy your Storm Shields surviving into the shooting/fight phases. </div> </div> ===TS Example Teams=== <div class="toccolours mw-collapsible mw-collapsed"> '''Standard Kill Teams''' <div class="mw-collapsible-content"> </div> </div>
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