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===IS Units=== This Security/Seek & Destroy Fireteam is composed of the following: *1 Assault Intercessor Sergeant or Intercessor Sergeant *5 of the following: **0-5 Assault Intercessor Warriors **0-1 Assault Intercessor Grenadier **0-5 Intercessor Warriors **0-1 Intercessor Gunner *'''Intercessor Sergeant (Staunch, Marksman):''' The sarge gets to utilize a bunch of other weapons - something the rest of the lot is incapable of doing. In particular, this sergeant is actually capable of fighting in melee with something besides their hands, thus making them a decent backup combatant. ** No pistols for you, only rifles. ** Aside from the chainsword, you've got several melee options. Power weapons are all mothballed into one generalized "power weapon", which deals a bit more damage on a crit, which is triggered on a 5+ thanks to Lethal. The thunder hammer does more damage at the cost of WS, though crits let you overpower an enemy's defenses and rob an enemy of precious AP with each successive crit. The power fist also provides major pain at the cost of WS, with the addition of Brutal in case you really just want to murder the enemy - crits are the only way to parry it. *'''Assault Intercessor Sergeant (Combat, Staunch):''' The sarge gets to utilize a bunch of other weapons - something the rest of the lot is incapable of doing. ** All of your pistols remain confined by the 6"/pentagon range for shooting. Aside from the base bolt pistol, you also have the hand flamer, which has Torrent to handle multiple foes but deals pitiful damage. The potent plasma pistol grants the more reliable AP1 that punches armor on any hit, as well as the ability to overcharge for more AP but the risk of overheating and eating three mortal wounds. ** Aside from the chainsword, you've got more melee options as well so long as you don't pick up the plasma pistol. Power weapons are all mothballed into one generalized "power weapon", which deals a bit more damage on a crit, which is triggered on a 5+ thanks to Lethal. The thunder hammer does more damage at the cost of WS, though crits let you overpower an enemy's defenses and rob an enemy of precious AP with each successive crit. The power fist also provides major pain at the cost of WS, with the addition of Brutal in case you really just want to murder the enemy - crits are the only way to parry it. **You ''can'' be gunslinger and take two pistols if you want, but keep in mind that pistols have no special rules in 9th. You don't get any special benefits or extra attacks for having two, and you can't shoot them in close combat like in last edition, so [[fail|your space marine can't fight in melee ''at all'' if you don't take some kind of melee weapon]]. *'''Assault Intercessor Warrior (Combat, Staunch):''' Assault Intercessors are specially geared for fighting up-close. Their chainswords are a good deal more effective than the base intercessor's fists and you get one attack over even the intercessor sarge who grabs one. Their ranged game suffers though, as their bolt pistol has range limits despite P1 making crits breach defenses. **Shock Assault is an incredibly powerful ability to consider, as your Assault Intercessors are the only things that should be fighting. Being able to fight twice means that even if you have one bad turn, you can immediately follow up with an additional round of attacks and guarantee that you rip the enemy to pieces. *'''Assault Intercessor Grenadier (Combat, Staunch):''' Identical to the Warrior in every way, except he gets free frag and krak grenades. *'''Intercessor Warrior (Staunch, Marksman):''' Your base bolt rifle has P1, allowing crits to puncture armor. The auto bolt bolt rifle has Ceaseless, re-rolling all 1s to hit - a decent insurance policy. The stalker bolt rifle hobbles your guy with Heavy, but AP1 lets them punch through armor on any hit. Whichever one you pick, you can guarantee plenty of hits thanks to Bolter Discipline letting them shoot twice. Whether this means taking down two targets at once or nailing something that didn't die the first time, you're making more than plenty of firepower. **While we do insist that these guys shouldn't be in melee, it's not like they're absolutely garbage at it. With 3/4 damage, it's about as effective as a bolter. However, you have absolutely no benefits for doing it, especially when you have Assault Intercessors ready to do the dirty work instead. *'''Intercessor Gunner (Staunch, Marksman):''' Identical to the Warrior in every way, except he gets an auxiliary grenade launcher. Unlike with the Compendium Intercessors, this is an infinite-use infinite-range gun so you can always cover crowds with frag grenades or smash armor with krak. The one holdup with this launcher is that it can't be used for overwatch, but that's what the main gun's for. **Bolter Discipline will absolutely be useful for the Gunner, as it lets them shoot twice so long as one of those times is with a bolt weapon. This means that you can pop a grenade to clear up a crowd or soften up an enemy enough for the bolt rifle to finish the job or vice versa.
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