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===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.
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