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===SM Tactics=== *'''[Core] Death to Traitors! (1 CP):''' Melee hit rolls of 6+ against {{W40kKeyword|Heretic Astartes}} models generate an additional attack. These attacks can't create further attacks. **Its a relatively niche tactic but keep in mind its against {{W40kKeyword|Heretic Astartes}} models. Obviously this includes Chaos Space Marines from the Heretic Astartes faction as you'd expect, as well as Rubrics, Deathguard marines, SoTA Legionnaires who have it as a non-faction keyword. But it also includes Chaos Cultists, Tzaangors and Poxwalkers and this is often missed. Still niche but less so than many people think at first look. *'''[Core] Armour of Contempt (1 CP):''' In response to a mortal wound, get a 5+ save against mortal wounds for the rest of the round, including the one you just took. Snipers, booby traps, Psykers, Chaos stratagems, GSCult Rock drills. Even ''tripping and falling'' gets around power armour. That's when you use this strat. *'''[Core] Honour the Chapter (2 CP):''' A unit can immediately fight again at the end of the Fight phase. Turns Reivers into Khorne Berserkers, with expected results. *'''[Core] Masterful Marksmanship (1 CP):''' This lets an Intercessor with a Stalker Boltrifle add 1 to hit and wound rolls in the Shooting Phase. Demo, Sniper, Comms, Auspex. Either of those rules can further assist an Intercessor so armed. *'''[Core] Hellfire Shells (2 CP):''' A Heavy Bolter can fire one shot, but if it hits, do D3 Mortal Wounds instead of usual wound rolls. Look at you, who's dealing the mortal wounds now? But for the cost, better make that shot count - the same assists for Masterful Marksmanship apply here. *'''[Core] Shock and Awe (2 CP):''' Normally, Shock grenades are used in the Shooting phase, ''after'' you decided to move instead of charge. This strat allows a Reiver to chuck a shock grenade ''before'' the charge actually happens, protecting him. As it connects, the affected model can't Overwatch that very phase, on top of -1 to hit & inability to use Overwatch or be Readied until the end of the ''next'' battle round. **So, remember how risky it is to use a grenade after you moved? Now try to do it ''before'' you move. Since the strat doesn't say you increase the grenade's range to match your charge's, this would mean you were already within 6" of the enemy when you begin the charge, meaning the ''previous battle round ended with you at that distance''. Maybe you consolidated 3" towards an enemy 9" away from a previous combat, and the enemy decided to Ready instead of moving away - can't let go of that objective. Maybe it is the enemy who is moving towards you, attempting to use a grenade/half-range Shotgun or Meltagun trick on your Reiver. Or you're punishing a failed enemy charge. It can happen, and if you do, by all means use this to charge the fool who thought a readied flamer meant anything against a Reaver THAT close. Everything has its place, you can nudge it but you can't force it. That's if the enemy has the initiative - if you do, then it's a bit easier. *'''[Ulfrich] Battle-Brothers (1 CP):''' Use this Tactic after failing a saving throw for a model that is within 3" of another friendly model that is not shaken. No damage is inflicted upon the target model, but one friendly model of your choice, that is within 3" of the target model and not shaken, suffers a number of mortal wounds equal to the Damage characteristic of the weapon used in the attack. **Note that while you need ''another'' friendly model within 3" to activate this tactic, you don't have to give that model the mortal wounds. You can give those to ''any friendly model'' within 3", which notably includes the targeted model. Which means you can turn a multidamage attack into a D1 attack just by using this ability, and without risking any other models. Niche, and definitely not RAI, but useful when it comes up. *'''[Ulfrich] Adaptive Strategy (1 CP):''' Gain d3 CP after your kill-team is broken. You'll probably need them to stay in the game if you do break, and even on a roll of 1 the Tactic will be essentially free. *'''[Ulfrich] Auspex Scan (2 CP):''' When selecting a Readied model to shoot, that model will ignore all negative hit modifiers. **Notably, this doesn't actually require an Auspex. *'''[Ulfrich] Psychological Warfare (1 CP):''' In the morale phase, select a {{W40kKeyword|Reiver}} that took a model out of action this turn and is not shaken. All enemy models within 6" of it add 1 to their Nerve tests. *'''[Ulfrich/Elites] Angel of Death (1 CP):''' In the fight phase, select a model that charged this turn. It gains an extra attack. *'''[Ulfrich/Elites/Annual2019] Death Denied (<s>2</s> 3 CP):''' Use this Tactic when a model would be taken out of action. It takes a flesh wound instead. Remember that Transhuman Physiology negates the penalties of the first Flesh Wound you receive. (Seriously, this may be the single most powerful stratagem in the entire tabletop game, and is perhaps the only reason why the Deathwatch Faction is not hands-down superior to the Space Marines Faction.) **Increased to 3CP in Annual 2019. Because SM was doing so well and needed the nerf while Tau are perfectly balanced. *'''[Elites] Grav-Chute Descent (Reserve) (1 CP):''' Take up any combination of 3 {{W40kKeyword|Grav-Chute}} and/or {{W40kKeyword|Reiver}} models out of reserve and set them up anywhere more than 5" from an enemy. *'''[Elites] Teleport Strike (Reserve) (1 CP):''' Take up to 3 {{W40kKeyword|Terminator}} models out of reserve and set them up anywhere more than 5" from an enemy. *'''[Elites] Jump Pack Assault (Reserve) (1 CP):''' Use this Tactic at the end of the Movement phase. Choose up to three {{W40kKeyword|Jump Pack}} models from your kill team that were set up in Reserve and set them up anywhere on the battlefield that is more than 5" away from any enemy models. *'''[Elites] Smoke Grenade (1 CP):''' Chose a non-shaken {{W40kKeyword|Infiltrator}} or {{W40kKeyword|Suppressor Sergeant}} at the beginning of the Shooting Phase. They can't shoot this phase, but until the end of the phase all models within 3" of it are considered obscured against shooting attacks. *'''[??/Annual 2019] Alchomite Detonation (2CP, Sector Mechanicus Killzone):''' Chose an Alchomite Stack within 1" of a non-shaken model of yours at the end of the Movement Phase. At the end of the next movement phase, roll a d6 for each model within 3". On a 4+ they get a mortal wound. Remove the Alchomite Stack from the battlefield and any models hat were standing on it are placed directly below where they were standing.
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