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===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.
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