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==Tactics== Tactics are Kill-Team's version of Stratagems, and like them are used by expending Command Points (CP). ===Universal=== Everyone can use these Tactics. *'''[Core] Tactical Re-Roll (1 CP):''' Re-roll a single Advance roll, charge roll, Psychic test, Deny the Witch test, hit roll, wound roll, saving throw, Injury roll or Nerve test. Just like in vanilla 40k and just as valuable. *'''[Core] Decisive Move/Shot/Strike (1/2/2 CP):''' Three Stratagems, all of which activate in their respective phases. Pick a model; that model moves, shoots, or fights before everyone else. *'''[Core] Insane Bravery (1 CP):''' Auto-pass a Nerve test. *'''[Core] Gritted Teeth (1 CP):''' For either the shooting or fight phase, ignore hit penalties from flesh wounds. *'''[Arena] Point-Blank Overwatch (1CP):''' *'''[Elites] Outflank (1CP):''' Set up any single model out of reserves anywhere that is both within 1" of the board edge and without 5" of an enemy ===Universal Commander Tactics=== Everyone can use these Tactics, but they only pertain to Commanders. *'''Look Out, Sir! (1 CP):''' If the Commander fails a save and a non-shaken friendly model is within 2" of them, roll a d6. On a 2+, the damage from the attack is taken by the other model instead. *'''Heroic Intervention (1 CP):''' If there are enemy models within 3" of the Commander by the end of the movement phase and the Commander did not advance, fall back, retreat, or attempt a charge, the Commander can pile in as if it was the Fight phase. *'''Duel of Honor (1 CP):''' At the start of the fight phase, the Commander can only attack other Commanders but re-rolls all failed hits and wounds. ===Killzone-Specific=== These Tactics can only be used in specific Killzones. Some of these also require a specific Faction or Specialist as well; faction-linked tactics of this type listed with their respective factions. ====Killzone: Death World Forest==== *'''Universal:''' **'''Malevolent Flora (0 CP):''' **'''Vicious Spines (0 CP):''' **'''Tangled Overgrowth (0 CP):''' **'''Deadly Vines (0 CP):''' **'''Living Barrier (0 CP):''' **'''Tap the Ruins (1 CP):''' **'''Anti-Plant Grenade (2 CP):''' *'''Specialist Specific:''' **'''Poison Blades (2 CP):''' Use when you chose to a Combat specialist to fight in the Fight Phase. Reroll failed wound rolls until the end of the phase. **'''Grisly End (2 CP):''' Use when you chose to a Combat specialist of Level 2 or higher to fight in the Fight Phase, if they are within 1" of an enemy model that is within 1" of any terrain features. Any wound rolls of 6+ by the specialist against that model inflict a mortal wound in addition to any other damage until the end of phase. **'''Close Call (1 CP):''' Use if your Veteran suffers a mortal wound from a Dangerous Terrain test. On a 2+ ignore it. **'''Expert Forager (1+ CP):''' Use this at the end of the final battle round if you have a Level 2 Scout or higher on your kill team and not out of action. For every CP spent on this tactic, roll a D6. If 1 or more dice rolls a 6, gain 1 Materiel **'''Follow My Lead (1 CP):''' Use at the start of the movement phase. Models that begin the phase within 3" of the chose Scout do not take dangerous terrain tests if they also end their movement within 3". ====Killzone: Sector Fronteris==== *'''Universal:''' *'''Specialist Specific:''' ====Killzone: Sector Mechanicus==== *'''Universal:''' *'''Specialist Specific:''' ====Killzone: Sector Munitorum==== *'''Universal:''' *'''Specialist Specific:''' ====Killzone: Wall of Martyrs==== *'''Universal:''' **'''Report Position (2 CP):''' Add or subtract 1 from the roll to see if the battle ends. **'''Take the Bunker (1 CP):''' A model can get into a bunker. **'''Vacate the Bunker (1 CP):''' A model can get out of a bunker. **'''Relative Safety (1 CP):''' Subtract 2 from Nerve tests for models in a bunker. **'''Fire in the Hole (1 CP):''' A grenade thrown into a bunker hits everyone in the bunker. **'''Firing Step (1 CP):''' Re-roll failed Overwatch hits if you're on a defense emplacement. **'''Go to Ground (1 CP):''' Give up shooting for a model on a defense line to make enemy models take -2 to shoot at it. **'''Sturdy Barrier (0 CP):''' The penalty to hit for intervening terrain in the Fight phase is -2. Does not trigger regeneration of CP. *'''Specialist Specific:''' **'''Minesweeper (1 CP):''' Your opponent must tell you if they've booby-trapped terrain within 6" of your Scout specialist. **'''Inspiring Vantage (1 CP):''' If your Leader is standing on top of a bunker, re-roll failed Nerve tests for your team. **'''Loot the Battlefield (1 CP):''' A Veteran specialist near terrain gains an experience point. Once per mission. **'''Call In Fire Support (2 CP):''' A level 2 Comms specialist picks an enemy model it can see and makes it and everything near it take mortal wounds on 6. ====The ''Truehawk''/Ministorum Shrine==== *'''Point-Blank Overwatch (1 CP):''' Largely the same as the tactic of the same name from Arena, with some slight language differences. *'''Remote Access (1 CP):''' If an '''INFANTRY''' model ends a normal move within 1" of a Control Panel, and there are no enemies within 1" of the same Panel, it can open or close one door as if it was within 1" of it. If the model is a Comms specialist, choose up to D3 doors. ===Disposition Specific=== These Tactics can only be used by Kill Teams whose models all have a specific Disposition. Added by the January 2020 issue of White Dwarf, and restricted to Narrative Play. *'''Ferocious''' **'''Bloodlust (1 CP):''' Use this Tactic when consolidating with a {{W40kKeyword|Ferocious}} model from your kill team. Until the end of the phase, when that model consolidates, you can move it up to 6" instead of up to 3" **'''Heavy Blow (1 CP):''' Use this Tactic when you pick a {{W40kKeyword|Ferocious}} model from your kill team to fight in the Fight Phase. Until the end of the phase, improve the Armour Penetration characteristic of melee weapons that model is armed with by 1 (e.g. AP -1 becomes AP -2). **'''Mania (1 CP):''' Use this Tactic at the end of a Fight sequence in which a {{W40kKeyword|Ferocious}} model from your kill team takes an enemy model out of action. So long as that model is within 1" of an enemy model, it can immediately fight again. ***N.B. that the Fight Sequence includes consolidation, so you use your consolidation move to get within 1" of another enemy and pop this tactic. However, also `keep in mind that if you charged you can only fight models you successfully made it into 1" of with the charge move. *'''Guerrilla''' **'''Feigned Retreat (1 CP):''' Use this Tactic when you Fall Back with a {{W40kKeyword|Guerrilla}} model from your kill team in the Movement phase. That model can shoot later in that battle round. **'''Coordinated Attack (1 CP):''' Use this Tactic after a {{W40kKeyword|Guerrilla}} model from your kill team has resolved all of its attack against one enemy model in the Shooting phase. Until the end of the phase re-roll hit rolls of 1 for attacks made with ranged weapons by other {{W40kKeyword|Guerrilla}} models in your kill team that target that enemy model. **'''Raider (1 CP):''' Use this Tactic when you pick a {{W40kKeyword|Guerrilla}} model from your kill team to fight with. For that fight sequence, that model can pile in and consolidate in any direction, rather than having to end the move closer to the nearest enemy model. *'''Headhunters''' **'''Critical Hit (1 CP):''' Use this Tactic after a saving throw is failed as a result of an attack made by a {{W40kKeyword|Headhunter}} model from your kill team. Increase the damage inflicted as a result of that attack by 1. **'''The Hidden Blade (1 CP):''' Use this Tactic when you pick a {{W40kKeyword|Headhunter}} model from your kill team to fight in the Fight phase. until the end of the phase,that model can only make a single attack with one weapon, but on an unmodified wound roll of 4+ that attack inflicts one mortal wound in addition to any normal damage. **'''Target Eliminated (1 CP):''' Use this Tactic after an enemy Leader or {{W40kKeyword|Commander}} is taken out of action as a result of an attack made or psychic power manifested by a {{W40kKeyword|Headhunter}} model from your kill team. Gain D3 Command Points. *'''Dread''' **'''Fear (1 CP):''' Use this Tactic at the start of the take Nerve tests step of the Morale phase. Pick one {{W40kKeyword|Dread}} model from your kill team. Until the end of the phase, opponents must roll one additional D6 and select the highest when taking Nerve tests for their models whilst they are withing 6" of that model. **'''No Escape (1 CP):''' Use this Tactic when an opponent picks an enemy model with 1" of a {{W40kKeyword|Dread}} model from your kill team to Fall Back. Until the end of the phase, that enemy model, and all other enemy models within 1" of your model, can only fall back on a D6 roll of 5+. **'''Reaper (1 CP):''' Use this Tactic when an enemy model that is shaken or has one or more flesh wounds is reduced to 0 wounds as a result of an attack made or psychic power manifested by a {{W40kKeyword|Dread}} model from your kill team. That enemy model is taken out action (do not make an Injury Roll). *'''Covert''' **'''Hidden Hunter (1 CP):''' Use this Tactic when you pick a {{W40kKeyword|Covert}} model from your kill team to shoot with in the Shooting phase. Until the end of the phase, if the firing model is obscured from the target, ignore all negative modifiers to hit rolls and Injury rolls for attacks made by that model against that target. **'''Conceal (1 CP):''' Use this Tactic at the start of the Shooting phase. Pick one {{W40kKeyword|Covert}} model from your kill team that is more than 8" from any enemy models. Until the end of the phase, that model cannot be chosen to shoot, but counts as obscured. If it would already count as being obscured, it counts as being at long range as well. **'''Ambush (1 CP):''' Use this Tactic when you pick an enemy model as the target of a charge for a {{W40kKeyword|Covert}} model from your kill team. If the charging model is obscured from that model, that enemy model cannot react to that charge. ===Mission-Specific=== These Tactics can only be used in specific missions. ===Specialist-Specific=== {{See also|Warhammer 40,000/Tactics/Kill Team(8E)#Specialist_Abilities|l1 = Specialists}} These Tactics can only be used on a matching Specialist that meets its minimum level, and will grant that Specialist Experience in addition to its immediate benefits. They are listed above, under their respective Specialist type. ===Faction-Specific=== {{See also|Warhammer 40,000/Tactics/Kill Team(8E) Imperium|l1 = Imperium Factions}} {{See also|Warhammer 40,000/Tactics/Kill Team(8E) Chaos|l1 = Chaos Factions}} {{See also|Warhammer 40,000/Tactics/Kill Team(8E) Xenos|l1 = Xenos Factions}} Some Tactics are restricted to specific Factions, and are discussed in the tactics for those factions.
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