Editing
Warhammer 40,000/Tactics/Kill Team(9E) Chaos
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Blooded (Moroch)== === Why Play Blooded? === *'''Pros''' **Because you still have the traitor guard from [[Blackstone Fortress]]. **Because you're still salty as fuck that [[Forge World]] squatted Renegades & Heretics **You want that Ogryn. **You have a mountain of bodies to throw at the enemy. *'''Cons''' **Most operatives will be stuck with their piddly lasguns, if they have guns at all. **Static loadouts. **Blooded tokens will require setup and necessary sacrifices in order to get your forces blessed and getting the gods to watch will likely only happen once. === B Wargear === *'''Frag Grenade (2 EP)''': Rather useless for your gunners with a grenade launcher, but this does give your other guardsmen the ability to toss out a Blast to cover some enemies. *'''Krak Grenade (2 EP)''': Another weapon for your other guardsmen, though this one is better suited for popping armor with high damage and AP1. *'''Armour Plates (2 EP)''': Lets the bearer to re-roll saving throw rolls of 1. *'''Chem-Breather (1 EP)''': Allows the bearer to ignore Stun as well as any other APL penalties, which is vital for keeping them viable at capping objectives. *'''0-1 Sinister Trophy (3 EP)''': Enemies engaged with this model lose an attack when fighting them in melee. *'''Incendiary Shells (2 EP)''': Traitor Trench Sweeper only. This gives a secondary firing mode to their shotgun, reducing their base damage but giving it Blast in order to handle small clusters of foes. *'''Beast Pelt (1 EP)''': The bearer can re-roll one save against a Blast or Torrent weapon. Fortunately, this is cheap enough to equip several troops with. *'''Wicked Blades (1 EP)''': Adds +1 damage to a bayonet or improvised blade. Costs 2 EP if used on a shield+bayonet, which only the trench sweeper has. === Blooded === Your unique rule is a growing tally of tokens. You gain one at the start of each turn as well as another for one enemy kill and one for when a friendly operative dies within 6"/pentagon of the enemy. Fortunately, you have plenty of bodies to throw about for this. During your Strategy phase, you can bestow a token to each of your operatives, each one allowing an operative to auto-hit an enemy. If you give one to at least four models, you can then mark one as being under the Eye of the Gods, letting them spend their token to score an auto-crit. ===B Campaign Additions=== <tabs> <tab name="Tac Ops"> *'''Worthy Champion:''' Score 1 VP for each turn an operative under the Gaze of the Gods kills enemies within 6"/pentagon of either the board's center or the enemy's DZ. *'''Malign Command:''' Score 1 VP for each turn where you control over half of the objectives while each controlling operative has a Blooded token. *'''Bloodbath:''' Revealed at the end of the game. Score 1 VP if you kill at least half of the enemy Kill Team and another if you kill over three quarters of the team. </tab> <tab name="Spec Ops - Turncoats"> ''Note - This counts as the Demolition Spec Op for terms of repeating'' #''Marauders'': Finish five games where you won VP from the Rob & Ransack, Rout or Sabotage Tac Ops. #''Escape Vengeance'': Finish one last game where you won VP from either the Behind Enemy Lines or Interlopers Tac Ops. You've done your job, now pray that your troops can run fast enough to avoid the enemy. Completing this Spec Op scores 2 RP and can either increase your asset cap by one or gain a piece of Rare Equipment. </tab> <tab name="Spec Ops - Draw the Gaze of the Gods"> ''Note - This counts as the Purge Order Spec Op for terms of repeating'' #''Recognition Through Destruction'': Finish five games where you scored VP from either the Bloodbath or Execution Tac Ops. Both Tac Ops will require you to murder your enemies, so you're going to need all the guarantees that they can actually kill. #''A Champion Emerges'': Finish one last game where you score VP from the A Worthy Champion Tac Op. Finishing this Spec Op scores you 1 RP and 5 XP to spread across your operatives. In addition, the one objective that scored you that last Tac Op gets 5 XP to themselves, making a hefty advance towards a rank-up. </tab> <tab name="Battle Honors"> #'''Ardent on the Trigger:''' When this operative shoots at an enemy within 6"/pentagon, you can re-roll all hit rolls of one number (meaning you can re-roll all 1s, 2s, etc). #'''Motivation for Violence:''' +1"/Triangle to charge distance, edging your operative a little closer to the enemy. #'''Bitter Resolve:''' If this operative lost any wounds, they can re-roll one defense die whenever the enemy shoots them. #'''Marauder:''' Once per turn, this operative can perform a mission action at a 1 AP discount. Very handy considering that your entire force is APL2. **Does not work on Ogryns, but they were never meant for this anyways. #'''Zealous:''' If this operative dies while carrying a Blooded token and has killed someone during the game, their token gets returned to the pool. #'''Audacious:''' Whenever this operative lacks a Blooded token and is within 6"/pentagon of the enemy DZ, they count as if they had a token for the sake of benefits. Note that this isn't the same as actually having it, meaning this won't help for the Gaze of the Gods. </tab> <tab name="Requisition"> *'''Only the Strong Prosper (0 RP):''' Only usable after scoring 2 VP from the Bloodbath, Execution, or Rob and Ransack Tac Ops. This scores you an extra point of RP to spend however. *'''Rival Aspirants (1 RP):''' You can hire three Renegade Troopers to field, but each of them can only score a max of 1 XP when they are first fielded. *'''Ruthless Advancement (1 RP):''' Whenever you remove an operative from the roster, you can have another operative take their place, retaining their XP and Battle Honours where appropriate. Note that this doesn't work for the Ogryns because there's no dark power that can make you into a towering braindead brute. </tab> <tab name="Assets"> *'''Defiled Trophies:''' You can start the game with one Blooded token. *'''Malign Influence:''' You can re-roll one Casualty or Recovery check for one operative of Veteran rank or higher. If they were under the Gaze of the Gods during the game, then they can either re-roll or add +1 to their roll. *'''Unholy Altar:''' One operative that was under the Gaze of the Gods and scored XP during the game can score another 2 XP. </tab> <tab name="Rare Equipment"> #'''Alchemyk Bomb (3 EP):''' Traitor Brimstone Grenadier only. This grenade's got a pretty large Blast radius and No Cover, meaning nobody can escape the damage. #'''Unholy Sigil (2 EP):''' The bearer now counts as if they have a Blooded token. If they have a token, then they're now under the Gaze of the Gods. However, they must be attacking with every turn. If they ever go a turn without having dealt damage to someone, they suffer d3 wounds. #'''Dark Orator (3 EP):''' Traitor Commsman or Traitor Chieftain only. The bearer's ranged ability can now affect anyone on the board instead of just those close to them. #'''Cursed Rounds (3 EP):''' Traitor Chieftain only. Improves a bolt pistol or bolter by adding +1 critical damage and AP1, making it far more dangerous a weapon. #'''Diabolic Icon (3 EP):''' Provides a new action that activates an aura. Anyone within 3"/square of the bearer that also has a Blooded token can make one attack an auto-hit on top of the re-roll the token provides. #'''Baleflame (2 EP):''' Traitor Gunner with flamer only. The flamer gains +1 to crit damage and AP1, meaning that this weapon is now more dangerous against anything with a good armor save. </tab> </tabs> === B Units === This Seek & Destroy Fireteam is composed of the following: *1 Traitor Chieftain *9 of the following: **0-1 Traitor Brimstone Grenadier **0-1 Traitor Butcher **0-1 Traitor Commsman **0-1 Traitor Corpseman **0-1 Traitor Flenser **0-2 Traitor Gunners, with each taking a different gun **0-1 Traitor Sharpshooter **0-1 Traitor Thug **0-1 Traitor Trench Sweeper **0-9 Traitor Troopers *4 of the following **0-1 Traitor Enforcer (Counts as two models) **0-1 Traitor Ogryn (Counts as two models) **0-4 Traitor Troopers *'''Traitor Chieftain (Combat, Staunch, Marksman):''' Your leader comes with the most diverse number of loadouts, but their value remains the same. They are not your strongest, but they have the ability to collect Blooded Tokens if your troops die near this guy before they could spend their tokens and can count as if he's under the Eye of the Gods if he has a Token and is over 6"/pentagon from your DZ. **The autopistol and laspistol are both puny, but at least the laspistol has a ploy to make it a bit more potent. In addition, it gives you the option between either chainsword or power weapon, your deadliest melee weapons by far. In addition, you can take a bolt pistol for a better pistol, but you're locked to the chainsword if you do. **The bolter gives you your only source of long-range shooting, but it traps you with the rather ineffective bayonet. **The plasma pistol is by far your strongest gun, with an even stronger form if you risk overheating, but you're also set back by a flimsy melee weapon. *'''Traitor Brimstone Grenadier (Staunch, Scout):''' Your explosives expert comes strapped with a free Frag and Krak grenade on top of their own special bomb that's not so much focused on damage as it is on covering everyone between Blast and Splash. While they still have a lasgun to fight normally, you'll likely be seeing his kamikaze ability in any case, allowing him to potentially self-destruct and deal d3 mortal wounds to enemies within circle/2" of him. *'''Traitor Butcher (Combat, Staunch):''' A melee monster made to overpower with his weapons. Not only do they have Lethal 5+ for extra damage, they also give you a token if he scores a crit. With their weapons, they can murder weaker operatives with ease, letting them recover lost wounds for each kill. While he has an extra wound over the base trooper, you're still a guardsman wearing cardboard, so you still need cover. *'''Traitor Commsman (Staunch, Scout):''' Your comms operative works a lot with supporting his fellows and will likely hide in the middle of the lines. Not only can he spend an action in order to feed an operative within 6"/pentagon, he can also spend an action so transfer a Blooded Token from one operative to another, guaranteeing that nothing goes to waste. *'''Traitor Corpseman (Staunch, Scout):''' While qualifying as your medic, your uses for him are radically different than most. For one, you can only heal each operative once, and with a lack of revival tools, your losses will cost you in manpower despite gaining tokens. Instead, you're relying on stimms, which (alongside the aforementioned heal of 2d3 wounds) provide either a 6+++ FNP or adds Relentless to melee weapons. While all of these are permanent, they're also limited to only once per operative, so you're best off focusing on bouncing between operatives to give your candy to the heretics. Even better, you can inject one on an operative before the game even begins to cut out some early work. *'''Traitor Enforcer (Combat, Staunch):''' While you have an evil [[Commissar]], he's not exactly the sort to go {{BLAM}} in KT2021. Instead, he comes with a support aura that lets operatives activated within 3"/square to ignore the Injured condition so they can make the most out of their remaining life before becoming tokens. He also has an action that lets him goad a non-readied operative forward, letting them either Dash or fire overwatch regardless of circumstances. This combined with the bolt pistol+power fist combo makes the enforcer a powerful leader-type. *'''Traitor Flenser (Combat, Scout):''' The sneaky assassin to the Butcher's blunt instrument. This guy's so sneaky that he can charge while under the Conceal order and gains Lethal 5+ when within 2"/circle of any terrain - something you can cheese out with Relentless. In addition, they have their own last-stand move, letting them attack one more time before dying in combat. *'''Traitor Gunner (Marksman, Scout):''' Your special weapons guy, you can only take one of each gun in a kill team, but each has vital uses. **The flamer is held back by its range and poor damage, but Torrent means that it can hit multiple targets and hit multiple times. The grenade launcher essentially gives you infinite grenades, but these fire directly rather than indirectly in a short range - The frag grenade compensates its damage with Blast while the krak grenade deals AP1 with plenty of damage. The meltagun is short-ranged but provides lots of damage with AP2 and crits deal lots of mortal wounds. The plasma gun deals plenty of damage with AP1, with an option for overcharging to get AP2 - just remember that while overheating won't kill you outright, it will hurt you pretty bad. *'''Traitor Ogryn (Combat, Staunch):''' Your absolutely hulking mountain of muscle with a staggering '''16 WOUNDS''' and an immunity to Stun and any APL modifiers. While useless for objectives, they're an absolute monster when fighting. Not only are they toting devastating weapons, but charging lets them deal an additional d3 mortal wounds to whoever it charges. *'''Traitor Sharpshooter (Marksman, Scout):''' Your long-las isn't much more dangerous than a basic lasgun, dealing a consistent 3 damage and only scoring MW1 on a crit. Fortunately, it has Silent so you can shoot while hidden and the camo cloak helps protect them from any stray shots. *'''Traitor Thug (Combat, Staunch):''' An evil Bruiser Veteran, toting only a wicked club with Brutal to shatter things. Fortunately, they reduce all incoming damage from regular hits by one point, letting them tank lasguns and bolters more reliably. *'''Traitor Trench Sweeper (Staunch):''' A guardsman with a riot shield and shotgun. While the shotgun is short-ranged, the shield not only provides a 4+ save but it also lets any parries block two hits in melee. In addition, you can set up the shield to slow him down by circle/2" but letting you re-roll all saves so you can walk through the field without worrying. *'''Traitor Trooper (Marksman, Scout):''' Your basic grunt is about on tier with a guardsman. Their lasgun is fairly ineffective, but you get GA2 so you can fire more of them at the same time and you have a ploy to give it AP1. Their 7 wounds means that they can take a few shots from a bolter or lasgun before dying, and you'll have plenty of troops to sacrifice for your tokens. ===B Ploys=== <tabs> <tab name="Strategic Ploys"> *'''Overcharge Lasguns (1 CP):''' All lasguns and laspistols (no long-lases) can be overcharged for AP1 and the risk of Gets Hot. JOY. *'''Glory Kill (1 CP):''' Mark one visible enemy. All your operatives can re-roll one hit roll when attacking this enemy. *'''Reckless Aspirants (1 CP):''' Operatives without a Blooded Token within 6"/pentagon of the drop zone will count as having one, though this won't count for anything requiring the token, such as the Eye of the Gods. *'''Dirty Fighters (1 CP):''' When an operative fights in melee, a supporting operative can make you turn a regular hit into a crit, which is especially helpful for the fancy crit effects. </tab> <tab name="Tactical Ploys"> *'''Callous Disregard (1 CP):''' An operative can shoot at an enemy in combat, though missing will instead cause friendly fire as it instead hits your guy instead. *'''Moment of Repute (1 CP):''' When an operative is activated while under the Eye of the Gods, they gain +1 to their APL for the turn. Time to make them proud. *'''Reward Earned (1 CP):''' When an operative kills an enemy within 3"/square of them, you gain a Blooded Token, regardless of any existing stipulations. *'''Dark Favour (1 CP):''' If an enemy shoots at an operative with a Blooded Token, they can instead redirect that fire towards a nearby operative without a token. Vital in protecting your more valuable operatives with disposable grunts. </tab> </tabs> ===B Strategies=== <div class="toccolours mw-collapsible mw-collapsed"> '''B Strategies:''' <div class="mw-collapsible-content"> </div> </div> <div class="toccolours mw-collapsible mw-collapsed"> '''Counterplay:''' <div class="mw-collapsible-content"> </div> </div>
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information