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==Elucidian Starstriders (Annual 2022)== ===Why play Elucidian Starstriders=== *'''Pros''' ** You have last edition's Rogue Trader box. ** Warrant of Trade gives you some unique ways to gain a leg up on the enemy. ** Constant orbital death-beams. *'''Cons''' ** Static team comp. No other Rogue Traders from BSF, no other specialists. *** This static team comp also means static loadout. Don't like a gun? Tough luck. ** Only two truly dedicated melee operatives and a third that can pull some weight but has other non-combat uses. ===Warrant of Trade=== Three times per game, you can open up a big box of diplomatic options that let you mess around with the game, but all of them only work in specific points. *'''Coerce:''' Lets you re-roll to determine whether you are the attacker or defender. *'''Coordinate:''' Adds an additional CP at the start of the game. *'''Adaptable Terms:''' Lets you pick Tac Ops from two of your Kill-Team archetypes. *'''Consideration:''' Gain 6EP right off the bat for more costly gear. *'''Explore:''' Lets you pick a second scouting option, but you are only deemed the winner or loser determined by your first action. *'''Seize:''' Lets you re-roll to seize the initiative. ===Privateer Support Assets=== Similar to the Veteran Guardsmen, you can spend an activation to instead fire a number of spectacular bombardments, drawing LOS from any Voidsman, Voidmaster or Elucia herself. While all of them have a 3+ BS thanks to the Q4 2022 Balance Dataslate, they can't benefit from any other ploys aside from Command Re-Roll and can't be used on two consecutive turns. *'''Archaeotech Beam:''' A high-damage AP2 death-laser with Barrage, so most cover can be ignored. Best for eradicating single targets like Nightmare Hulks or anything with high wounds and some other form of damage mitigation. *'''Cluster Bombs:''' Less damage than the Guided Shell, but has Barrage and a wider Blast range to cover more enemies. *'''Guided Shell:''' More traditional artillery with decent damage and Barrage and Blast to cover crowds. ===ES Wargear=== *'''Carapace Armour (2 EP):''' Voidsman or Voidmaster only. Gives the operative a 4+ save. *'''Concussion Grenade (2 EP):''' A flash/photon grenade type weapon, able to rob AP from enemies on a 4+ (-1 if the enemy's behind cover) if they're near the grenade.. *'''Frag Grenade (1 EP):''' Frag grenades give you a way of popping enemies that hide behind cover, though your range is limited. *'''Hot-Shot Capacitor Pack (2 EP):''' Operative with a lasgun or laspistol only. This deals +1 damage to both statlines for these guns, making them a bit more dangerous. *'''Flash Visor (1 EP):''' Ignores all APL penalties and the effects of Stun. Pretty important for operatives with APL2 like the Voidsmen. *'''Krak Grenade (1 EP):''' Krak grenades also have Indirect to go past cover, but they will only hit one enemy. ===ES Campaign Additions=== <tabs> <tab name="Tac Ops"> *'''Reputation to Maintain:''' Revealed when either {{W40kKeyword|Leader}} first shoots or fights. Both leaders must now keep a "negotiation" tally for each wound they inflict for the game. You gain 1 VP if you deal 12+ wounds, with a second coming if you beat the enemy's tally. *'''Claim for House Vhane:''' Revealed during the first turning point. Your enemy marks one objective that can't be permanently removed. You win 1 VP if you take this objective at the end of any turn and score a second if the game ends with you claiming the objective. *'''Investigate the Motive Force:''' A Tac Op dedicated to your Lectro-Maester. He gains a new action he can take when he controls an objective outside of your DZ. Score 1 VP if you investigate two different objectives, and another VP for any more. </tab> <tab name="Spec Ops - Eliminate Obstacles"> ''Note - This counts as the Elimination Spec Op for terms of repeating'' #''Remove Support'': Finish five games where you scored VP from the Claim for House Vhane, Reputation to Maintain or Challenge Tac Ops. #''Final Blow'': Finish one last game where you win VP through the Headhunters Tac Op. Completing this Spec Op scores 5 XP for the operative that finished the Tac Op and another 5 XP to share among your other operatives. In addition, all operatives can immediately pass any Casualty and Recovery checks. </tab> <tab name="Spec Ops - Glory and Profit"> ''Note - This counts as the Extraction Spec Op for terms of repeating'' #''Investigate Sources'': Finish five games where you scored VP from the Investigate Motive Force, Upload Signal Beacon or Upload Viral Code Tac Ops. #''Retrieve Prize'': Finish one last game where you score VP from the Retrieval Tac Op. Completing this Spec Op scores either 1 RP and 5 XP for either Elucia Vhane or the Lectro-Maester. In addition, you can pick between a piece of Rare Equipment or increasing your asset capacity by one. </tab> <tab name="Battle Honors"> #'''Loyal to House Vhane:''' Whenever this operative is within 6"/pentagon of Elucia Vhane, you auto-score one hit. Big question is if the boss can use this on herself...? #'''Close-Quarters Composure:''' Any shots against enemies within 6"/pentagon gain No Cover. Excellent on the Voidmaster and Elucia. #'''Voidmaster's Commendation:''' All guns gain Balanced. #'''Discretionary:''' This operative can use the Daring ploy for free once per game. #'''Veteran of the Frontier:''' Whenever this operative is over 3"/square from any friendly operatives and an enemy within 6"/square shoots them, one save can be upgraded to a critical save to block out a lucky crit. #'''Well Prepared:''' Pick one item. Any operative with this Battle Honour that can take this item can do so at a 1 EP discount. </tab> <tab name="Requisition"> *'''Negotiate (1 RP):''' When you finish a Spec Op, you can replace one of the rewards you get for completing it for one from another Spec Op you have access to so long as it doesn't give RP or anything you'd already have gotten. Great for spinning any Spec Op to your direct advantage. *'''Hand-Picked Retinue (1 RP):''' When you have Elucia Vhane at Ace rank or higher, you can hire a new {{W40kKeyword|Navis}} operative (the Voidsmen, Canid or Voidmaster) with 6 XP right off the bat. Excellent in bouncing back from losing some of your most important linemen. *'''Trade (1 RP):''' This lets you either swap off one asset for another or trade off any amount of non-rare equipment for extra gear of equal or lesser value. Why would you want this? Because this lets you do tricks that would normally only be possible once you've maxed out your assets. </tab> <tab name="Assets"> *'''Envoy Strategium:''' You get four uses of Warrant of Trade. *'''Fleet Uplink Booster:''' Allows you to use the same fleet asset for two consecutive turns once per game, only needing to wait one turn before firing again. *'''Family Chronicle:''' Whenever Elucia Vhane gains a rank, you can share an amount of XP equal to twice her rank among all of the operatives. </tab> <tab name="Rare Equipment"> #'''Archaeotech Grenade (4 EP):''' A super grenade with Lethal 4+. While its damage is poor, crits deal MW4, which is a lot more than you'd expect and it pops through any armor. #'''Decksweeper (3 EP):''' Voidsman only. Their gun gains the Relentless rule for more re-rolls. #'''Medicae Servo-Unit (2 EP):''' Rejuvenat Adept only. This expands the range of their wound-restoration ability to anyone within 6"/pentagon of them rather than adjacent models. #'''Aggression Serum (2 EP):''' Canid only. This angers the dog, as it now ignores any movement penalties and gains Relentless on their bite, making combat a bit less of a hassle. #'''Relic Voltagheist Generator (4 EP):''' Lectro-Maester only. Gain a 3++ Invuln save, huzzah. #'''Support Uplink (1 EP):''' Allows this operative to be a vector for the support assets, even if they aren't anything that would normally be allowed to do so. </tab> </tabs> ===ES Units=== Your Security/Recon kill team '''must''' take 10 the following, you don't get to pick or customize: *1 Elucia Vhane *1 Canid *1 Death Cult Executioner *1 Lectro-Maester *1 Rejuvenat Adept *1 Voidmaster *4 Voidsmen, three with a lasgun and one with a rotor cannon *'''Elucia Vhane (Combat, Marksman, Scout):''' Madam Vhane got a bit more of a combat edge to her this edition, as she not only gets a 4++ save, but also a free fight or shoot option each turn, complete with one re-roll to hit when attacking an enemy who has been damaged. This isn't just dressing either, as she's got both a sword-cane that gets some wicked crits on a Lethal 5+ as well as an heirloom pistol with decent damage, P1 and Indirect but limited by its range. On top of this is also her single-use super short-range Digital Laser, which requires Lethal 3+ in order to trigger and deal MW2 - it's not much but it can give you a guaranteed death blow against an enemy. *'''Canid (Combat, Scout):''' Yes, you have a pupper on your team. One with 6 wounds and a 4-circle movement speed. While it can't take most equipment and can't perform most objective actions, it can spend a special action to move and Pick Up something like the kroothound and has an easier time with movement actions. **This dog is a very good boy. He can take blows for other operatives if they're engaged with the same enemy in combat and can counter-charge if an enemy charges an operative within 3"/square of the canid. Man's best friend won't rest until the enemies of man are stopped. *'''Death Cult Executioner (Combat, Scout):''' A genuine killing machine with APL3, a 5++ Invuln and 6+ FNP. Her power sword is as dangerous as any other, but she can also automatically use a successful hit in melee to instead parry an enemy attacker. Aside from that, she also has a mask-mounted dartgun that does poor damage and has limited range, but Lethal 5+ and Stun give it some use. Best of all is her special action that lets her switch her order at any point. This can be very useful for blasting out of cover in order to kill the enemy or for falling back and becoming invisible. *'''Lectro-Maester (Staunch, Marksman):''' The resident electro-priest of the retinue, this guy only gets a decent Voltaic Pistol for combat, short-ranged but with okay damage and Rending with Splash for some coverage. His value lies in his support assets, as he spends one less AP for objective actions and the ability to let friendly operatives within 2 circles re-roll a save. **He gets two mutually exclusive special actions, both of which are now free thanks to the Q4 2022 Balance Dataslate. One of them lets him electrocute one enemy performing an objective action within 2 circles, dealing d6 MW. The other amps up his pistol with Lethal 4+, making those splashes a bit more reliable. *'''Rejuvenat Adept (Staunch, Scout):''' Your dedicated medic of the lot, armed with a laspistol and a pretty gnarly scalpel claw with Rending. Alongside the emergency revival action typical of most medic types (such as the Veteran Medic and Pathfinder Medic) that costs 1 AP from both healer and patient, you also get a special action that restores d3+3 wounds to a nearby operative and an aura that lets operatives within 6"/pentagon ignore the Injured status. *'''Voidmaster (Staunch, Marksman):''' A support leader for your Voidsmen. Any Voidsmen within two circles add Balanced to their guns, which is especially handy on the split-firing Rotor Cannon. While not very tanky at 8 wounds with a 5+ save, he does have a once-per-game ability to negate damage from one attack. **Just like the Voidsmen, the Voidmaster has no place in combat. All he has is a laspistol and a shotgun with an absolutely devastating close-range profile and an average long-range profile. While he can fire either on any turn, he has a special action that lets him fire the laspistol and shotgun at the same time if there's an enemy within close range. *'''Voidsman (Staunch, Marksman):''' Essentially guardsmen. Three of them come with lasguns, complete with all the things you can do with them, but a fourth comes with a rotor cannon, a Heavy gun that has slightly better damage with Relentless and Fusillade to spread that firepower across multiple foes. ===ES Ploys=== <tabs> <tab name="Strategic Ploys"> *'''Lethal Proximity (1 CP):''' All operatives that shoot at an enemy within 6"/pentagon can re-roll one hit. *'''New Frontier (1 CP):''' All operatives except the Canid gain +1"/triangle to normal movement, but this movement must push them closer to the enemy DZ. Better for Tac Ops that require you there or for an early game rush. *'''Stake Claim (1 CP):''' Mark one spot of the board. Any operatives that fight within 3"/square of it can score one automatic hit. Mostly important for defending a key objective. *'''Undaunted Explorers (1 CP):''' Whenever your enemies hit your operatives while they're within 2"/circle of an objective or within 6"/pentagon of the enemy's DZ, you can halve the damage of one hit. Save that for the unlucky crit if you can. </tab> <tab name="Tactical Ploys"> *'''Combined Arms (1 CP):''' When one operative finishes shooting at a target, another operative can re-roll any hits when they shoot that same target during the same turn. Very handy if you want a specific enemy to drop dead, especially if you're pulling out the Digital Laser. *'''Daring (1 CP):''' When one {{W40kKeyword|Navis}} operative is activated, they gain +1 to their APL. *'''Survivalist (1 CP):''' If an operative is activated over 3"/square from an enemy, they can heal 4 wounds off the bat. This gives you a vital boost, but it's also single-use on each one so you'll need to be careful when choosing when to use it. *'''Well-Drilled (1 CP):''' When one {{W40kKeyword|Navis}} operative is activated, another such operative within 6"/pentagon can immediately be activated after them. Especially handy in supporting the dog and Voidmaster. </tab> </tabs>
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