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==Inquisitorial Agents (Ashes of Faith)== ===Why play Inquisitorial Agents=== *'''Pros''' ** The most customizable team out there ** You can bring in small detachments of other armies to supplement your own *'''Cons''' ** You are carrying a bunch of barely-armored madmen, protected by faith more than armor. ===IA 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. ===IA 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> ===IA Units=== Your Security/Recon kill team can take 11 the following: *'''Interrogator Agent:''' You were probably expecting more, right? They're not very well-armed, carrying only an autopistol that's more accurate up close. Their main value is in setting up the Tome-Skull with one of two settings at the start of the game (Giving an extra attack to a friendly operative within 2"/circle or making enemies lose an attack when fighting within 2"/circle of it) that you can change when walking right next to them. *'''Autosavant:''' Likely to be useless in combat, but can have better uses on objectives. *'''Death World Veteran:''' Seems to lack any shooting, but they get a knife and a polearm that has a mace on the other end of it. *'''Enlightener:''' A knife-wielding lunatic. Those knives are likely coated with poison or he's just that precise that he can cripple foes. *'''Hexorcist:''' Don't know why he's called that, but he's got a shotgun. *'''Mystic:''' Likely to be your only psychic asset for the team. *'''Penal Legionnaire:''' What better agent to field than a man who's already slated for death? *'''Pistoleer:''' Carries two pistols of any type. *'''Questkeeper:''' Carries a chainsword. *'''Servitor:''' Your only means of getting heavy weapons on the board, be it a plasma cannon or a heavy bolter. *'''Tome-Skull:''' An asset of value for an Interrogator because this is how the Tome abilities work. ====Ancilliary Support==== Similar to the Veteran Guardsmen, you have the ability to replace five of your operatives with five operatives from one of the following armies, with the support agents replacing their faction keyword with {{W40kKeyword|Inquisitorial Agents}}. To support this, your campaign roster size is upped from 20 operatives to a full 30. *'''Exaction Squad:''' If you're stuck in close quarters and need either shotguns or riot shields, the Arbites are a good choice to work with. *'''Imperial Navy Breachers:''' While their Boarding Drills abilities won't transfer to your guys, this does make them more mobile than you'd expect. You'll need that since they're also stuck with shotguns. *'''Kasrkin:''' Elite gives them the ability to handle themselves a bit without needing Inquisitorial assistance, which is just as well because their firepower will do more than most of your goons. *'''Veteran Guardsmen:''' It's uncertain how their orders will operate without a Sergeant Veteran at the helm, but they're still more lasguns at the end of the day, and some of the more unique operatives aren't available anywhere else. *'''Sisters of Silence:''' *'''Tempestus Scions:''' ===IA 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>
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