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===GSC Units=== *'''Neophyte Hybrids (Leader [Leader only], Heavy [Heavy only], Demolitions, Medic, Scout, Zealot):''' Your “totally not guardsmen” units, cheap, expendable, but like guardsmen they are surprisingly dangerous, especially in numbers. They cost the same as normal guardsmen but are slightly better in melee (unless you include orders) as they also come with autopistols/laspistols as standard as well as having the usual lasgun and blasting charges (aka grenades) but they also have the option of replace their autoguns/peashooters with shotguns if you really want to specialize them to melee/close quarters fighting. Other than that one of your Neophyte hybrids may take a cult icon, giving re-rolls to one's for friendly units within 6" in the fight phase, a must take if you intend your not guardsmen to get into melee as then you take need to spend any points one specializing them. **'''Neophyte Gunner:''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> **'''Neophyte Leader:''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> *'''Acolyte Hybrids (Leader [Leader only], Demolitions [Fighter only], Combat, Comms, Zealot)''' Your melee flavor “not guardsmen”, having an extra attack and melee weapons, with the trade off being a lack of long ranges firepower. However, they make up for it in close combat accuracy and absolutely vicious short-range weaponry. **'''Acolyte Fighter:''' Some of the deadliest models in the game. Thats not hyperbole - a charging Zealot Fighter with a Heavy Rock Cutter is more likely to kill almost every model in the game than a ''PATRIARCH'' is. But they still have the guardsman statline making them the epitome of Glass Cannon. Shield them, charge with your more disposable models to protect them from overwatch, and be prepared to spend that extra CP to ensure they get to fight first any time they don't get the charge and they'll kill anything they can close with. ***'''Groust Gorl (Veteran Only):''' Gorl is an Acolyte Fighter with a Heavy Rock Saw from one of the datacards from Starn's Disciples. The result of GW not knowing their own rules, you might notice that he's a Veteran, which is not an option for normal Acolyte Fighters. Based on the precedent set by the Commanders Sets released for almost every faction in the game, his datacard must be considered an addition to the rules so long as you use him exactly as written (wargear, specialism, name, etc.). So if you want an otherwise normal Rock Sawcolyte that happens to be a Veteran, he's your man. Hybrid. Thing. At least until he's errata'd out of existence. **'''Acolyte Leader:''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> *'''Hybrid Metamorph (Leader [Leader only], Combat, Comms, Demolitions or Zealot):''' Metamorphs are interesting because they provide the closest thing to a cheap counterpunch unit in GSC. The whips allow them to still get off attacks when they die, which can be huge against MEQ or close combat monsters like Harlequins. **'''Metamorph Leader:''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> *'''Aberrants (Leader, Combat, Demolitions, Zealot):''' At strength 5 base, two attacks and the choice of either a S5 ap-2 DD3 pick or a S10 ap-3 D3 hammer aberrants are your true heavy hitters in an army which otherwise struggles with high toughness targets, as with their hammers they can wound even death guard on 2's. They also come with rending claws as standard, but there's no point using them unless you take the hammer over the pick and are fighting lots of small, weak targets where the hammers -1 to hit would be a detriment. This combined with toughness 4, two wounds and an ability which reduces all damage received by 1 (to a minimum of 1) makes aberrants one of the toughest models in the whole of kill team, and their short comings (only two attacks and relatively low accuracy when using the hammer)can be shored up using specializations, the most notable of which being the combat specialism, but they can also take the leader specialism, something which is worth considering as (unlike the rest of your army) an aberrant will not die at the first sign of a stiff breeze. *'''Genestealers (Leader, Combat, Scout, Veteran):''' Your vanilla tyranid genestealers, they do not benefit from cult ambush but they're plenty fast and they're the toughest GSC unit outside of Aberrants. Being able to reroll charges also allows them to charge earlier and longer than Hybrids. Use them to lead the way and tie up targets, then move your Acolytes in to cut your victims' throats. ====GSC Commanders==== *'''Acolyte Iconward (Ferocity, Fortitude, Leadership, Melee, Stealth):''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> **'''Crasker Matterzhek:''' A carbon copy of the default Iconward except for his specialism, down to his price. The question you ask is "Is +1W and a 12" nerve reroll that keeps him away from the fighting worth giving up what real specialisms offer?". The answer is almost always no. ***'''Acolyte Iconward specialism:''' Crasker Matterzhek's unique skill tree, with the following skills. ****'''Level 1: Sacred Duty:''' +1 to Wounds, built into the statline. ****'''Level 2: Fearless Dedication:''' Can't be shaken. Ever. ****'''Level 3: Scale the Heights:''' Acts exactly like the Steath specialism "Climber". Not all that useful by itself but obviously meant to synergize with... ****'''Level 4: Raise the Standard High:''' Increases the range of the Sacred Cult Banner to 12", so long as Crasker is 1" above the surface of the battlefield. Fluffy. *'''Patriarch (Ferocity, Fortitude, Melee, Psyker, Stealth, Strength):''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> *'''Magus (Leadership, Logistics, Psyker, Stealth):''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> *'''Primus (Ferocity, Fortitude, Leadership, Logistics, Melee, Shooting, Strategist, Strength):''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> *'''Kelermorph (Starn's Disciples)(Fortitude, Leadership, Stealth, Shooting):''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> **'''Ghyrson Starn (Starn's Disciples):''' The eponymous kelermorph from the Starn's Disciples box. Costing the same as the default Kelermorph he might be the first unique commander actually worth taking, if only because the shooting specialism doesn't mesh well with multiple weapons. ***'''Kelermorph specialism:''' Ghyrson Starn's unique skill tree, with the following skills. ****'''Level 1: Hybrid Agility:''' +1" to Move, built into the statline. ****'''Level 2: Preternatural Skill:''' No hit penalties for targets being obscured. Similar to Trick-shooter from the Shooting Specialism. ****'''Level 3: Swift Reflexes:''' Overwatch on 4+. ****'''Level 4: Trick Shooter:''' 1/Round when you pick Starn to shoot, you can make a shot as if he were standing in the place of another model within 6". Use that model for LOS and measuring range but use Starn's stats and wargear. *'''Sanctus (Melee, Shooting, Stealth):''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> *'''Nexos (Logistics, Strategist):''' The only way to access a multiunit Reserve tactic for GSC (which is ridiculous) and also has a 1 in 6 chance to net you 1CP any time any player uses a tactic, including yourself. As his specialism choices and autopistol-only loadout suggest, he is definitely not a combat Commander but he's not useless. Like most GSC commanders, he's relatively cheap and his abilities stack and synergize with Strategist making for a nice CP farm to fuel many great tactics. *'''Biophagus (Logistics, Strategist):''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> **'''Alchemicus Familiar (Logistics, Strategist):''' Costing only 4pts when taking a Biophagus, this guy is armed only with the "Close Combat Weapon" every model automatically has. He doesn't cause penalties to nerve tests upon death. And yes you read those specialisms right. As a quirk of Elites' bad formatting, by RAW, the Familiar can be given those Commander specialisms. By virtue of not being an actual Keyworded COMMANDER, he can only be level 1, only take specialisms that aren't already in the team, and cut into your normal 3 specialists but he can take them. Expect this to be Errata'd out if GW ever gets around to fixing the mistakes in Elites. *'''Locus (Ferocity, Melee, Stealth):''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> *'''Clamavus (Leadership, Strategist):''' He prevents Reserves coming in within 7" of him. Thats all he does without CP or specialisms. He can't even fight with his crappy little Autopistol. And he's not even the cheapest GSC commander. His Aura tactic is nice but not amazing.
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