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=== FR Units === This Recon/Seek & Destroy Fireteam is composed of 10 of the following: *1 Fellgor Ironhorn *9 of the following: **0-9 Fellgor Warriors **0-1 Fellgor Deathknell **0-1 Fellgor Fluxbray **0-1 Fellgor Gorehorn **0-1 Fellgor Gnarlscar **0-1 Fellgor Herd-Goad **0-1 Fellgor Mangler **0-1 Fellgor Shaman **0-1 Fellgor Toxhorn **0-1 Fellgor Vandal *'''Fellgor Ironhorn (Combat, Staunch, Marksman):''' As the pack alpha, your Ironhorn has the ability to pass up on Strategic Ploys in order to mark one friendly operative and let them and anyone within 2"/circle of them make a free Dash action so they can rush towards the enemy. Their two loadouts let them alternate between stronger melee or stronger shooting - The Corrupted Pistol is a bit basic but has Balanced and Rending for some effectiveness and the Corrupted Chainsword is pretty fierce with Rending. On the other hand, the Plasma Pistol is a very potent firearm while your Bludgeon is stuck with 4/4 damage with Brutal backing it up. *'''Fellgor Warrior (Combat, Scout):''' Your big angry goatmen turn out to be comparable to Orks with 10 wounds and a 5+ save, and with Frenzy they have a chance to fight a little longer beyond death. The Cleaver has slightly better crits, but you can also grab a Bludgeon, locking your damage to 4/4 but granting Brutal if you're worried about any enemies with shields. *'''Fellgor Deathknell (Staunch):''' Carries a Bludgeon and a massive gong that can boost its save like a shield. While it has the APL boost usually seen on standard bearers, they also have a 3"/square aura that degrades any crits friendly operatives suffer into basic hits - very handy to protect your lines before they reach charging range. On top of that, they have a special action to gain a 3++ save. *'''Fellgor Fluxbray (Combat, Scout):''' A beastman that mutated a third arm for three knives. Depending on how you play it, you can either get Relentless for re-rolls or use it to make one hit instantly count as a parry. As they have no guns, you get a special 2 AP action that lets the Fluxbray march forward (moving as normal with an additional +2"/circle in distance) with the ability to walk past any enemy's engagement range to deal d3+1 mortal wounds. *'''Fellgor Gnarlscar (Combat, Staunch, Marksman):''' Battle-damaged beastman that lucked out with an augmetic arm, wedding the best parts of the Cleaver and Bludgeon. Even better, they can spend an AP to both punch and shoot someone they're engaged with for double the firepower at once. To top it all off, they can switch Orders after activating, letting you hide behind cover after rushing someone. *'''Fellgor Gorehorn (Combat):''' A big bruiser with a vicious axe with Lethal 5+. They can fight twice each turn (and you need to since that axe is wicked) and every time they kill an enemy outside of Frenzy, they can roll a d3 to recover that many wounds and deal that much on your next crit. As such, you'll be needing a some extra protection so your enemy won't consider sniping them out before they can make a kill. *'''Fellgor Herd-Goad (Combat, Scout):''' The literal slave-driver, complete with a whip that's not powerful but has a bit of reach, Lethal 4+ and Stun. For allies, you can spend an option to feed an AP to a friendly operative within 3"/square of them that isn't the Shaman or Ironhorn. While within range of one enemy, you can cripple them further by robbing them of an attack with a melee weapon and forcing any attempts to Fall Back to spend an additional AP. As such, they're best at picking off key targets while your dedicated fighters keep the heat off. *'''Fellgor Mangler (Combat, Staunch):''' Do NOT ask why his hands are so big. Just accept that they are big, they are dangerous, and they are Relentless. Those claws can also score one free crit on an unreadied foe. Fighting is all they can do, as they can't shoot and objective actions require them to spend an extra AP. Good for you that they can fight twice at the cost of 1 AP. *'''Fellgor Toxhorn:''' Totes around Pox Bombs, which they can deploy and can potentially make anyone within 2"/circle of the bomb suffer -1 to APL and potentially even 3 mortal wounds. As this isn't considered a piece of wargear, you can use this as many times as you want to infuriate crowds. This gives them a bit of a defensive edge as well, as they're immune to Stun and other APL modifiers as well as gain a 6+ FNP. *'''Fellgor Shaman (Staunch, Scout):''' Your lone psyker of the lot. Fortunately, you get three different spells you can make use of. Mantle of Darkness lets friendly operatives within 3"/square count as always being Concealed to enemies beyond 6"/pentagon away, Apoplectic Rejuvenation heals 2d3 wounds (maxed out if they killed someone) to a friendly non-frenzied operative within 6", and Curse Weapon makes an enemy's gun take Hot for their activation, making each roll of 1 to hit deal an additional MW. *'''Fellgor Vandal (Combat, Staunch):''' Carries a massive fucking axe, getting Brutal and Rend 2 as well as gaining Ceaseless if you're attacking and Relentless if they charged. As such, they're best suited to going one on one with an enemy so they can be mow down the big threats. On top of this, they have a sweep attack that deals d3+1 MWs to all operatives within 2"/circle.
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