Editing
Warhammer 40,000/Tactics/Kill Team(9E) Imperium
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Adeptus Arbites Exaction Squad (Soulshackle)== ===Why play Exaction Squad=== *'''Pros''' ** YOU ARE! THE LAW! ** The best dog ever. ** Ruthless Efficiency helps out ignore issues of fighting in very tight quarters or shooting into melee. ** Shieldwalls are incredibly powerful defensive tools. *'''Cons''' ** You are effectively as good as guardsmen or Kasrkin. ** Your army lives and dies on shotguns, and unlike the Breachers you don't have Slugs for a fallback. ** You'll be very envious of the armies that get cool shit like plasma guns and flamers when all you can field are webbers and grenade launchers. ===Ruthless Efficiency=== The special rule for your not-Dredds. Whenever they fire with a non-blast non-grenade weapon, they can always target any valid enemies within 6"/pentagon and ignore any friendly operatives they're engaged with. This really matters more in close-quarters match like the one they're packed with. ===AAES Wargear=== *'''Manacles (2 CP):''' You're cops, you should've expected this. Using the manacles is a special action that's used in a fight against an enemy with 7 or fewer wounds. If both sides are still standing at the end of the fight, the enemy is now arrested, making them unable to do anything so long as they're fighting your cops, making this massively crippling on a melee unit like a Legionary Butcher or Kabalite Flayer. *'''Reinforced Mirror-Visor (1 EP):''' Ignores the Stun property and any other APL penalties. *'''Shotpistol (1 EP):''' Gives you only the short-range profile on the shotgun at 3/3 damage. Only handy for the Subductor or shield Proctor-Exactant, who don't get guns to begin with. *'''Strobing Phosphor-Lumen (1 EP):''' When an enemy shoots a friendly operative within 2"/circle of the bearer, they can't re-roll to hit by any means. Handy, but won't help against rapid-fire weapons. *'''Frag Grenade (2 EP):''' A basic single-use grenade. Though weak and limited in range, Indirect lets it ignore cover and Blast hits crowds. *'''Krak Grenade (3 EP):''' Stronger than the frag grenade with higher damage and AP1, but still limited by range. *'''Stun Grenade (3 EP):''' Seen elsewhere, this gives a grenade that can sap away AP from nearby enemies if you need to force an enemy to pick between capping or shooting. ===AAES Campaign Additions=== <tabs> <tab name="Tac Ops"> *'''Seize or Incapacitate:''' Mark one enemy to be the Criminal at the start of the game. When you kill that enemy and score 1 VP, they drop an Criminal token that any operative aside the Cyber-Mastiff can pick up. Though you score an additional VP for picking up the criminal and holding it at the end of the game, it's not that easy since the enemy's heavy enough that the operative's movement is reduced by 2"/circle while carrying that enemy. *'''Contain Threat:''' Score 1 VP each turn where you have every enemy either within 6"/pentagon of their own DZ or within 2"/circle of any of your operatives. *'''Gather Evidence:''' The Malocator, Revelatum and Cyber-Mastiff gain a special action they can perform at objectives to score VP. Though this sound easy, they also need to stay alive until the game's end. </tab> <tab name="Spec Ops - Seize Lawbreaker"> ''Note - This counts as the Elimination Spec Op for terms of repeating'' #''Investigate Leads'': Finish five games where you scored VP from the Gather Evidence, Upload Viral Code or Plant Signal Beacon Tac Ops. #''Capture or Kill'': Finish one last game where you win VP through the Seize or Incapacitate 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, You get your choice of either a piece or Rare Equipment or improve the Asset capacity by 1. </tab> <tab name="Spec Ops - Crush Dissent"> ''Note - This counts as the Secure District Spec Op for terms of repeating'' #''Take Control'': Finish five games where you scored VP from the Contain Threat, Protect Assets or Central Control Tac Ops. #''Implement the Lex'': Finish one last game where you score VP from either the Execution or Rout Tac Op. Completing this Spec Op scores either 1 RP and lets all operatives auto-pass any Casualty or Recovery checks. In addition, you can pick between a piece of Rare Equipment or increasing your asset capacity by one. </tab> <tab name="Battle Honors"> #'''Obstinate:''' Rolling a 5+ on a save counts as a critical save. Might be worth it to make super-tanky shieldwalls. #'''Precinct Champion:''' Improves the WS of any melee weapons by +1 to a max of 2+. #'''Rigid Determination:''' This operative can ignore all penalties to movement, WS and BS. Not worth it on the Castigator since they already get this. #'''No Lenience:''' Ranged attacks against enemies outside of cover get the Lethal 5+ quality. Expect to use this a lot with a shotgun. #'''Judicious Efficiency:''' Ruthless Efficiency can be used on any enemies. Excellent for the Marksman and Revelatum since they got sniper weapons. #'''Priority Endowment:''' 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"> *'''Focused Adaptation (1 RP):''' You can replace one Vigilant or Subductor with any other operative (aside from the dog, of course). Though they keep their Battle Scars and lose any XP that puts them over the minimum of their Rank, you can reselect any Battle Honours they get. *'''Monopoly On Justice (1 RP):''' Good ol' [[Retcon|historical revisionism]]! If you're in a Spec Op but fail to score any VP that would have contributed to the first step of that Spec Op, you can spend 1 RP to go "Nuh-uh! I totally did that thing!" *'''Terminus Decree (1 RP):''' When using a Spec Op, you can use this before or after a game to permanently mark one enemy for the Exaction Order ploy. This doesn't necessarily block you from using that ploy during the game, but it should be used just the same: On an enemy that's been such a pain in the ass that you need it dead pronto. </tab> <tab name="Assets"> *'''Portable Bibliocrypt:''' When updating dataslates, you can give d6 operatives a +1 to their recovery checks. *'''Scrutineer-Class Detection Suite:''' Whenever you're the defender in a game or whenever you use the Fortify option in the Scouting step, you get +1 CP for early ploys. *'''Writ of Judgment:''' Roll a d6 after each game, adding +2 if you won. You gain 1 CP on a 6+. </tab> <tab name="Rare Equipment"> #'''Flak-Weave Greatcoat (2 EP):''' Proctor-Exactant only. Reduces any damage they take by 1, making this great for keeping them alive. #'''Executioner Rounds (1 EP):''' Operative for Combat Shotgun only. They gain an alternate ammo they can use for their shotgun that's long-range but has 3/4 damage with No Cover and +1 to BS. Sucks that you can only give one guy this, but damn if it doesn't offset the issues with shotguns. #'''Relic Silencer (2/3 EP):''' Operative with Scoped Shotpistol (meaning the Revlatum) or Shotpistol only. Grants Silent, which is great for any close-range skirmishes. Costs 3 EP for the Scoped Shotpistol. #''''Last Breath' Gas Bomb (2 EP):''' Tear gas. Slightly bigger blast at 3"/square instead of 2"/circle, but its damage is pretty poor unless you score the Lethal 5+ crits. #'''Volition Inhibitor (3 EP):''' Enemies within 3"/square of the bearer suffer a -1 penalty to WS and BS. Excellent for trying up enemies, especially when you throw this on a shield. #'''CX-19 Web Agent (1 EP):''' Gunner with Webber only. The Webber gains Torrent 2"/circle, allowing it to tie up more enemies. </tab> </tabs> ===AAES Units=== Your Security/Recon kill team can take 11 the following: * 1 Arbites Proctor-Exactant * 10 models from the following: ** 0-10 Arbites Vigilant ** 0-1 Arbites Castigator ** 0-1 Arbites Chirurgant ** 0-2 Arbites Gunner ** 0-1 Arbites Malocator ** 0-1 Arbites Marksman ** 0-1 Arbites Revelatum ** 0-4 Arbites Subductor ** 0-1 Arbites Vox-Signifier ** 0-1 Arbites Leashmaster *** 0-1 R-VR Cyber-Mastiff *'''Arbites Proctor-Exactant (Combat, Staunch, Marksman):''' Your leader. Comes with either the base Vigilant's shotgun and repression baton or a melee-dependent dominator maul and a reprssion shield, making them a meaner Subductor thanks to the maul having Lethal 5+ and Stun and a super-defensive shield. **Their bigger specialty is the Nuncio-Aquila they can deploy as an extra action, forcing anyone within 3"/square of it performing objective actions to spend another AP to pull it off. Though the combat potential is something that hinges on loadout, this does give consistent denial for any objectives since it can't be hurt. *'''Arbites Vigilant (Staunch, Marksman):''' Your basic goons are as tough as the Breachers and Kasrkin, though they're more akin to the former thanks to their shotguns. These shotguns are the same in that they have dedicated range bands, but these pack more of a punch, with its close-range profile being locked on 4 damage and short-range being locked to 2 damage. The compromise is that their melee weapon, a mere baton, is now much weaker at only 2 damage. *'''Arbites Castigator (Combat, Staunch):''' The hard-ass of the group, gaining not only a 6+ FNP but also the ability to ignore any penalties to their stats. Their Excruciator Maul is more than a step up from the base Vigilant's baton with 4/4 Damage with Rending and Stun for some fierce crits. They also come with their own special manacles they can use to effectively arrest enemies with 10 wounds or fewer as if they had that item. This makes them excellent for locking down melee monsters like Legionary Butchers and Tyranid Warriors. *'''Arbites Chirurgant (Staunch, Scout):''' Your dedicated medic, complete with the ability to heal 2d3 wounds on a nearby operative. Also comes with the basic ability to resurrect a fallen ally, restoring them to 1 wound before sending them off. Considering your troops are only as strong as guardsmen, keeping them alive is a big deal. *'''Arbites Gunner (Staunch, Marksman):''' Your special-weapons goon, sadly without the cool shit like meltas and plasma. Your strongest weapon is instead the Grenade Launcher, which provides decent damage and AP1, but sadly doesn't benefit from Ruthless Efficiency. The Heavy Stubber has Fusillade and Ceaseless, making it ideal for covering a lot of things but Heavy means that the gunner will be stuck in the backlines. The Webber is your most accurate gun and has Lethal 5+ to set off Stun more easily, but it's short-ranged and has abysmal damage. *'''Arbites Leashmaster (Staunch, Scout):''' Specially tasked for leading the Cyber-Mastiff since they can be activated at the same time. The Leashmaster can set their dog to one of three different attack modes (Relentless on weapons, +2"/circle movement or +1 to saves) when the game begins and can swap out the mode for free if the dog's within 6"/pentagon of them, making it more versatile than you'd expect. *'''Arbites R-VR [[Cyber-Mastiff]] (Staunch, Scout):''' Fuck. Yes. Cyber-doggo. Even better is that they're as tough as any cop out there and have a pretty strong bite. Though they can't take any gear and can't perform any objective actions aside from a single Spec Op-related one, they do have a special they can utilize. This action deals d3 MWs and forces enemies trying to fall back from them to roll a d6 (+1 for every wound the enemy has over the dog) and try to roll over the dog's current wounds or else be trapped in a fight. *'''Arbites Malocator (Staunch, Scout):''' Comes with some sort of auspex they can use as an action to mark an enemy they can see, letting any other operatives score an automatic hit when they attack the mark. This combined with the 1 AP discount when they perform one objective action makes them the go-to guy when you're on a mission that requires a lot of special actions. *'''Arbites Marksman (Marksman):''' Your dedicated sniper, with a literal fucking sniper-shotgun. While Heavy and a bit lacking at 3+ BS and 3/1 damage, it packs a punch with MW3 crits and if you spend an action with aim you can also give it Balanced and No Cover so you can aim at anything anywhere. As such, they're not really there to straight-up kill something outright, but more to finish off an injured enemy so that the others can move on and get to the next target. *'''Arbites Revelatum (Marksman, Scout):''' Some sort of scouting cop, meaning that they can make a free flying move before the game starts. They're equipped with a scope-pistol, giving you a long-ranged gunner that deals 3/1 damage with MW2 on crits. They also have a special mark that lets them pick out enemies within 6"/pentagon and let other operatives within 3"/square of them count the marked enemy as being under the Engage order, which is great for flushing out any cover-campers. *'''Arbites Subductor (Combat, Staunch):''' The big wall of the team, given a shock maul and riot shield for high defense against guns. In combat, it's better than the base Vigilant with a 4/4 damage and your pick between either Stun for offensive edges or a defensive mode that treats you as the attacker and makes each parry block two hits so you can bat aside power fists. With the fact that you can grab so many of them, you can easily set up a good wall to block early firing lines while your other troops cover other objectives before closing in to lock down enemies. *'''Arbites Vox-Signifier (Staunch, Scout):''' A basic comms trooper. Has the ability to feed an AP to any other operative on the board aside from the cyber-mastiff anywhere across the board. You'll be needing it considering how you're dealing with merely slightly better guardsmen with shotguns. ===AAES Ploys=== <tabs> <tab name="Strategic Ploys"> *'''Dispense Justice (1 CP):''' Operatives can re-roll one hit in melee if they don't move more than their basic movement speed. Expect to use this more once everyone's stuck in. *'''Guilt Reveals Itself (1 CP):''' When an enemy hides behind cover, they need to be over 4"/2 circles from a piece of terrain to benefit from the cover, which helps flush out any stealthy foes. *'''Inviolate Jurisdiction (1 CP):''' Your operatives can re-roll a save when they're within 2"/circle of an objective. *'''Terminal Decree (1 CP):''' Your operatives can re-roll a hit against an enemy within 4"/2 circles of them. </tab> <tab name="Tactical Ploys"> *'''Brutal Backup (1 CP):''' When one operative fights with combat support, that supporting operative can also fight that same enemy, meaning you can make for some incredible backup. *'''Exact Punishment (1 CP):''' When an enemy fights an operative or shoots an operative within 3"/square of them, the targeted operative can immediately fight back or fire overwatch in retribution. *'''Exaction Order (1 CP):''' When you activate your Proctor-Extant, you can mark one enemy they can see. Anyone who attacks this enemy can re-roll to hit. While this all sounds excellent, it is a single-use ploy so you need to save this for taking down a leader or some other key operative. *'''Long Arm of the Emperor's Law (1 CP):''' During the Scouting step, you can block the enemy from making their choice. Unfortunately this won't stop them from using any other means for a second scouting choice. </tab> </tabs>
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information