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Warhammer 40,000: Kill Team (HoR)/Tactics/Rogue Traders
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==Special== '''The Following units are capped at 0-1''' *'''Arch Militant''': Costs as much as the captain, but has access to the pretty much any weapon you like, and gives friendly models that start their shooting phase withing 6" prefered enemy and fleet until the end of turn. Use him as a heavy weapon specialist. *'''Astropath''': Your first psyker focuses on offensive powers, with a choice of psychic shriek, dominate, mental fortitude, or terrify. *'''Explorator''': Your equivalent of a tech priest, he can skip his shooting attack to attempt to repair a vehicle or lifter units lost wound/hull point, immobilised or weapon destroyed effect. This succeeds of a 6+, but you get +1 for every friendly unit with a servo arm within 3". If you want to take a lot of servitors, he also prevents mindlock, and doing so might be a good idea since they can also help him fix things. *'''Ministorum Priest''': He's here to give your close combat units a buff with war hymns and zealot. Quite good once he gets stuck in. Has access to most of the weapon choices, but cant take xeno tech weapons. *'''Navigator''': Your other psyker, his powers are more focused on support with either foreboding, forewarning, perfect timing or precognition. It also gets a unique shooting attack called the lidless stare, which can be a bit of a crapshoot depending on how well you roll, and will cause perils of the warp if you roll doubles. *'''Seneschal''': He gets stealth and infiltrate, and gives infiltrate to 5 models on your team. Gets all the usual weapons lists, but can also take a sniper rifle, needle pistol or venom talon. Kit him out as your assassin. *'''Voidmaster''': Lets you choose up to 5 infantry models to be held in reserve before deployment, to arrive together via deep strike. Models that deep strike within 6" of the voidmaster only roll 1d6 for scatter. *'''Heavy Lifter Unit''': Capped at 0-1, this unit comes in three different flavours. Lifter servitor, which is a servitor with T5 2 wounds and a 3+ save, lifter armour, the same again but it has T4 and a 2+ save, and trades the servitors mindlock and non-learning for slow and purposeful, and the lifter sentinel, which is a scout sentinel effectively. All three start with a lifter arm,a S+2 AP4 rending melee weapon, which can be replaced with a servo arm, multi-melta or heavy bolter. It can also take an additional lifter or servo arm or a flamer in addition to its primary weapon, but if you do take the flamer keep in mind that since the servitor and lifter armour are infantry they can still only fire 1 weapon a turn. *'''Errant Astartes''': He has access to a large variety of weapons, some which you can't get otherwise, such as lightning claws, thunder hammers, grav-guns and combi-weapons, although taking the thunder hammer will immediately triple his cost. ===Xenos Hirelings=== You can only take 0-3 of these in any combination without the xenophilic dynasty. *'''Eldar Outcast''': A mix of eldar and dark eldar that can take weapons from both factions. Can take a ranger cloak for 5 points, which is great, and is you cheapest source of poison attacks with access to a free splinter rifle. *'''Kroot Mercenary''': Best used as your stealth unit, he comes with infiltrate, stealth and move through cover, and can take shrouded for free as a signature adaptation. The hunting hound upgrade lets him make two additional S4 attacks in close combat, and is a steal at 5pts if you are planning on getting him in close combat, but his melee options are noticeably lacking. *'''Ork Freeboota''': Best in melee, he can be upgraded to a nob for 10pts which gives him an +1S/W/I/A. Starts with a slugga and choppa and can replace a weapon with a shoota for free. If you upgrade him to a nob, you have access to a twin-linked shoota, 'uge choppa, snazzgun or power klaw. The power claw costs 25pts, so make sure he can survive long enough to use it. 'Eavy armour and cycborg body are good upgraded to take for this purpose. *'''Tau Emissary''': Best used as a pseudo-sniper with either a rail rifle or ion rifle. The rail rifle is better against MEQS and TEQS, ion rifle for everything else. Keep him out of range of enemies weapons but within range of his own weapons for best effect. He can take one drone, which are good but expensive. Choose from either a marker drone (+1BS to make sure your shots count), a pulse drone (An extra twin linked pulse carbine attack, very nice.), a defence drone (4+ invulnerable save), lifter drone (auto pass initiative tests for climbing or jumping. Depends on the terrain, but it can be good since he only has I2, and on top of buildings is where you want him to be) or a stealth drone (shrouded). [[Category:Warhammer 40,000 Tactics/Kill Team (HoR)/Old]] [[Category:Imperial]]
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