Editing
Warhammer 40,000/Tactics/Kill Team(9E) Xenos
(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!
===K Units=== All Kommandos get the unique ability to charge while Concealed, helping compensate for your lackluster long ranged shooting. Note that the bomb squig doesn't have this ability and [[fail|cannot ever be concealed in the first place]]. This Seek & Destroy/Infiltration fireteam consists of 10 the following: *1 Kommando Nob *9 of the following: **0-9 Kommando Boyz **0-1 Kommando Slasha Boy **0-1 Kommando Breacha Boy **0-1 Kommando Snipa Boy **0-1 Kommando Dakka Boy **0-1 Kommando Comms Boy **0-1 Kommando Burna Boy **0-1 Kommando Rokkit Boy **0-1 Kommando Grot **0-1 Bomb Squig *'''Kommando Nob (Combat, Staunch):''' Still the melee machine you'd expect from any ork nob, this guy has the extra kunning ability to grant any operative within 6"/pentagram of his an extra APL for all manner of clever tricks. And it doesn't even cost him an action to do it, so he can boost himself if he really needs to [[get shit done]]. Comes with a slugga and your choice of either the big choppa for accuracy or the power klaw for +1 critical damage and the Brutal ability. *'''Kommando Boy (Combat, Staunch, Scout):''' Your boyz. You've got so many options, you can easily make a team without any of these guys. Even if you really do want them, you can just buy choppas for your other boys with EPs (You can also buy sluggas as well, but everyone already has one or something better). Still, there are only seven other ork options, so if you really hate grots and bomb squigs you'll end up taking one or two. They're also some of the best carriers for some of your gear, especially the harpoon and dynamite, as they aren't sacrificing any serious shooting to use them. *'''Kommando Slasha Boy (Combat, Staunch, Scout):''' An ork even more choppa crazy than others (that's hard to do). He trades his slugga with silenced throwing knives for a bit of ranged potential, but you really want this guy in melee. His twin choppas have the Relentless rule to maximize his [[rip and tear|slice and dice]] action, and he has the special ability to deal 2 mortal wounds to any enemy that hurts him in melee on a 4+. Overall he's an incredible asset that's all but guaranteed to bring some serious pain in melee, provided he can get their first. Almost strictly speaking better than the normal boy in every way, even his throwing knives are [[derp|better than a normal boyz pistol]]. Given that he can throw knives with Silent, he makes a good candidate for Sneaky Git shenanigans. *'''Kommando Breacha Boy (Combat, Staunch):''' A kommando with a big-ass battering ram. He can use his ram to move straight through thin terrain, and it's a decent melee weapon to boot, although keep in mind it only has 3 attacks, which can cause some problems. With 5/5 damage and the Brutal ability, this guys doesn't care one iota about critical strikes unless he charges into combat, in which case his ram gets the Stun keyword for even more power. *'''[[Vindicare|Kommando Snipa Boy]] (Marksman):''' The meme is dead. [[what|Ork Snipers are real.]] His modified version of the Big shoota has the same low damage but high RoF as the normal Boyz one, but trades the fusillade ability for the chance to deal mortal wounds on crits. He has not one but two unique actions, both of which cost 2 AP: **''''Av it!''' lets him do a better fusillade attack, allowing him to unload all 6 shots on one target, and then 4 shots on any subsequent targets (the -2 attacks only applies to the base value of the profile separately for each shot - it doesn't stack based on the previous shots taken). **'''Da Best Spot''' on the other hand, lets him shoot without breaking cover, compensating for his gun's lack of the Silent ability. *'''Kommando [[Dakka]] Boy (Marksman, Scout):''' Another shooting boy. His dakka-shoota is a 5-shot bolter that can re-roll any or all hits when firing at a target within 6"/pentagram of him, and his unique action lets him shoot and dash (or dash and shoot) with it for only 1 AP, making him an expert of run-and-gun. *'''Kommando Comms Boy (Staunch, Scout):''' Your finkin' boy. He's got a plan, which allows him to perform mission actions and Pick Up for 1 less AP, to a minimum of 0. He can also give any other Kommando within 6"/pentagon of him an extra APL, but unlike the Nob his does require an action from him. For weapons, he has the bizarre Shokka pistol, which fires 6 shots that do 1/1 damage each. Seems terrible, until you notice it has Stun and MW2, making it a gun that does serious damage on crits. A great candidate to carry a sledgehammer even if you aren't planning to get into melee, as the extra attack and Stun ability can help him nullify enemy attacks to stay alive. *'''Kommando Burna Boy (Staunch, Marksman):''' A boy with a flamethrower. Unlike normal orks, you can only take one and he can't get a cutting nozzle, so he really has to focus on his shooting or buy a choppa if you expect some melee fighting (and with the extremely short range of his gun, melee is all but unavoidable). *'''Kommando Rokkit Boy (Marksman):''' An ork with a Rokkit Launcha. Not only does he have an un-orkish BS of 4+, but if he stands still before shooting he can re-roll any or all of his attack dice for some serious ranged damage. A good choice for clustered enemies and hard targets. *'''Kommando Grot (Scout):''' Quite different from the standard grots, and extremely useful. He can't take wargear and he's pathetically weak with a mere 5 wounds, but this one has a 5+ save, doubling his survival chances against shooting. Not that the enemy will get much chance to shoot him, he cannot have the Engage order and must remain Concealed, even if an enemy ability would force him to be otherwise. His only weapon is a pathetic little knife with a surprising 1/4 damage, meaning he could [[what|<i>theoretically</i> kill a space marine in a single round of combat]]. But his main selling point is his grappling hook; he can zip around the battlefield with [[awesome|unlimited flying movement]] as long as he ends his move within 2"/triangle of a terrain piece. In short, the grot is the perfect objective guy to do all the tedious stuff while your orks focus on krumping. *'''Bomb Squig:''' The kamakaze squig is exactly what you would expect; a big dumb ball of teeth and explosives that should be thrown directly into the toughest enemy there is before blowing up. His melee attack is surprisingly decent and he has a good chance of blowing up even if he dies, so feel free to send him into melee. He can't take equipment, gain experience, perform actions, or be concealed, but he also automatically passes casualty tests, making him both expendable and easy to replace. You can't ask for a better [[distraction carnifex|distraction]].
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